5. Command and Control
As a Player, you have three things to pay attention to regarding Command and Control (C2): your Command Cycle, Command Delay, and Command Range.
5.1 Command Cycle
The Command Cycle is the amount of time between opportunities to issue orders. It starts with 15 minutes of game time and gets longer from there, depending on several factors. First is the force structure in terms of the ratio of HQ to other units. Losing the highest HQ unit will increase the Command Cycle. The Electronic Warfare (EW) burden contributes to the force's average unit Readiness.
5.2 Command Delay
Command Delay is the time between issuing an order to a unit and the unit beginning to execute its order. Some things can delay this. Most are about getting the order to the unit. Another bit is how much time the unit takes to transition from its current order to the new order.
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Whether the ordered unit's immediate HQ is moving, under fire, or firing
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Ordered unit's direct HQ's Readiness, Initiative level, and Training
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The EW level at the time of the order
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If the order starts or takes the ordered unit out of its immediate HQ Command Range
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Transition time depends on what the current order is for the ordered unit compared to the new order.
5.3 Command Range
Command Range has a significant impact on maneuver flexibility. Not only does Command Range have a possible effect on Command Delay, but you can't even issue an Assault order to a maneuver unit outside Command Range.
Of note is the fact that Recon units may operate normally outside of the Command Range of their headquarters. This means they suffer no Command Delay owing to a distant HQ. An isolated line unit may struggle to move back to its parent unit's area.
Command Range is not just a function of the type of radios in an HQ unit, though that is part of the picture. The other part is how much of the battlefield that HQ level is responsible for and thus trained to control. So, the higher the echelon of command for the HQ, the larger the Command Range.
5.4 Unit Soft Factors
All manned units have three soft factors that describe the capability they must fight and follow orders. They are described in the following sections.
5.4.1 Training
Units can be in a range from untrained/conscripts to elite special forces trained soldiers. The better the training, the better the units function. This included being able to fire more accurately. Perform well under fire, locate/detect units better, and recover readiness and morale quicker.
5.4.2 Readiness
Readiness is a measure of the physical health of a unit. It measures how alert, focused, and rested a unit is. The higher the readiness, the better the unit performs and the more likely the unit is to stick to its orders and plan. Many factors reduce readiness. These include moving, taking fire, engaging enemies, and losing subunits. Readiness can be raised by resting/refit actions or in a screen or hold order. Training and morale both impact how much readiness is lost or gained.
5.4.3 Morale
Morale is the measure of a unit's mental health. The higher the value, the more resilient the unit is to disregard orders, falling back, or surrendering in combat. A unit loses morale with the loss of subunits in the unit, the loss of visible friendly units, taking NBC attacks (chemical, nuclear), and taking overwhelming fire. Morale is recovered very slowly when resting and, in some cases, rises when visible enemy units are killed.