I would like to ask for everyone's help in regards to setting up the scenarios. This is an aspect that my wife is having a difficult time with (she thinks it's the hardest part of the game) and I can't help her very much because I'm still trying to figure out how this type of game works myself. So could some of the more experienced wargamers and/or experienced CC players help both of us with some principles to keep in mind when setting up as Attacker, Defender, and in Recon situations?
I understand that every map has specific spots that are great for doing things, but that's not really what I'm asking about because every map is different and figuring those out for yourself are part of the fun. What I guess I'm asking is, what do you look for as an Attacker when you are setting up for an assault? What are you looking for as a Defender when setting up to stop an assault? What things do you take into account when setting up a Recon scenario beyond what the objectives are? How do you position and split up your leaders? General principles for engagement? Thank you very much, in advance, for your help.
Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure.
The answers to what you're asking could fill a novel-sized book but I'll give you a few ideas to get you started.
what do you look for as an Attacker when you are setting up for an assault?
Know what you need to do to win the game at all times. For example, if Objective 5 is worth the most VPs, than EVERYTHING you do should be done in order to further your chances of taking Objective 5 from your opponent.
Set up as many of your Squads and Teams within a friendly Leader's Command as possible.
Make sure that your forces spread out enough so that they can shoot at any Defenders that try to move past them to gain exit VPs.
By corollary, set up Attacking forces to take advantage of any section of the map that the Defender has left vacant so that you can try to sneak past them to gain your own exit VPs.
What are you looking for as a Defender when setting up to stop an assault?
See above and season accordingly.
Also, try to put at least one unit in each Objective so that, if you don't have a Fire card when your opponent Moves, he can't just walk right into them. In this way you force your opponent to Move up adjacent to the Objective and then wait for a future Turn to Advance in for Melee.
What things do you take into account when setting up a Recon scenario beyond what the objectives are?
Nothing really different here than what's been stated above. The one main thing to remember is that if there is no Scenario Defender then none of the Defender Only Actions may be played (so you don't need to worry about hidden mines or wire or whatnot).
Also note that there really is no such thing as a "Recon scenario": Recon, Defender and Attacker are assigned to individual sides, not to a scenario as a whole. So while Attacker vs Defender is most common and Recon vs Recon is also common these aren't the only possibilities. (take a look at scenario #7 for example which has one side on Recon and one on Defense; or bonus scenario #101 that has both sides on Defense).
How do you position and split up your leaders?
Don't stack your Leaders! While this is tempting in order to form a single huge kill stack, it is also dangerous for two main reasons:
1. One lucky hit on that hex can wipe out your entire leadership.
2. This will undoubtedly leave a large chunk of the rest of your forces outside of Command radius, which is not a good place to be.
On Defense if I get a 2-Command Leader I usually like to put it with my best Medium or Heavy MG in order to give it maximum FP. On the Attack I usually will put him with my best Squad (w/LMG) and a Team (w/LMG) in order to use this force as a strong assault group. When on Recon either or both is plausible depending on the situation.
Keep your Leaders up front where they can do the most good: as stated in the Designer's Notes "a Leader in the back ranks is no such thing."
Oh, and try to keep your Leaders stacked with a Team/Squad at all times: When I see one of my opponent's Leaders alone in a hex that is when I go hunting....
General principles for engagement?
Wow. This is a hefty question. This - and all of the questions that you ask above - will be addressed in various strategy articles in upcoming issues of GMT's C3i magazine.
Hope these brief answers help!
- Last edited Fri Dec 29, 2006 7:32 pm (Total Number of Edits: 1)
- Posted Fri Dec 29, 2006 7:31 pm
OK, I haven't gotten to play CC yet, but here are my thoughts from playing related games over the years
1) Identify what objectives you plan to take
2) Position troops to
a) Form fire groups to suppress, kill, remove any defenders that are in and/or can support the objective. Pay particular attention to defenders that can fire on you as you MOVE. This group generally has one or more heavy weapons (Machine Guns, Mortars, etc).
b) Have a maneuver group(s) to secure the objective(s). This should be a sub part of a fire group.
c) The size of the groups will generally depend on the terrain, number of leaders, and other considerations. For example, if there are two hexes with good terrain to form a fire group from, I'd form a fire group there with two squads, a leader, one or more weapons, and if available, one or more teams. I'd avoid having the group have any additional troops, since they'd have to be in the open, and vulnerable to defensive fire. If I had enough troops, I might add one or two more squads BEHIND this group to allow them to replace routed troops.
3) Look for covering terrain to start the above groups in. This might change the composition of the groups (i.e. small isolated terrain).
4) Look for covering terrain to approach the objective! Getting shot at in the open while moving to take the objective is generally a BAD thing
You usually don't have enough troops to guard ALL the objectives in strength. As such, decide which ones you're going to defend and then:
a) Form groups to defend the location. Again, the size of the group is dependent on troop strength, size of the terrain, etc.
b) Form groups to COVER the defended location and/or the approaches to it. A single fire team with a Machine Gun can make a LOT of open ground hazardous to the Attacker. Look for locations where one group can threaten a large area of the board.
c) Try and keep one or more groups in Reserve, to reinforce the defended location and or the groups covering the location.
d) Remember you usually have some fortifications, so use them to reinforce your strong points. Foxholes, Pillboxes or Bunkers can make an open ground space good defensive terrain, allowing you to make a larger group. Minefields and wire should be used to prevent the attacker from using good hexes to launch attacks from.
For Recon, you have to follow a combination of the above, since you are simultaneously attacking and defending. You may want to start your recon with an 'aggressive' approach, having most of your troops on one part of the board, while a small force guards any objectives on the other side. Or you may prefer a balanced approach, spreading your forces out looking to take advantage of your opponent if they try the 'aggressive' approach.
John Paul Sodusta
Here are my quick thoughts on the subject:
1. Maximize the stacking/command bonus. As much as possible try to have 1 team w/ a weapon, 1 squad w/ a weapon and a leader w/ an ordinance weapon in the same hex, this is my "Leader Stack".
2. Have as many units stay within the command radius of the leader.
3. If carrying heavy weapons make sure that he is in the same hex as the leader.
4. Use defensive terrain as much as possible. When I set up, I place my units so that they can get to hills, buildings, woods, shrubs and etc. ASAP. I place my "Leader Stack" on my weak flank so I am ready to fend off melee advances that went through woods that I couldn't Opfire on.
I am not sure if I answered your question or this list helped any, but I think these are good things to keep in mind as far as unit placement, and as you mentioned already, each case is different.