Untitled
Untitled
9
Historical Introduction
PREFACE had to find out if the “strike complex” could overpower the
Congratulations! You have purchased COMMAND: MODERN carrier group, it nonetheless emerged as a distinct threat.
OPERATIONS, the powerful global simulation of modern warfare This technological arms race produced some interesting
at sea, in the air, in space and over land. While the COMMAND systems. The Komar missile boat that sank the INS Eilat was both
development team have done their best to make COMMAND’S revolutionary and quickly obsolete. Anachronisms like HMS
user interface and gameplay intuitive, your gameplay experience Vanguard and the reactivated Iowas stood with oddballs like the
will be greatly enhanced by reading this manual. carrier-launched U-2.
The aircraft carrier meant that the increasing performance
of aircraft could be harnessed in naval warfare, showing that all
technologies are interrelated. The battleship had been sunk, with
HISTORICAL INTRODUCTION jets and anti-ship missiles finishing off what the propeller-driven
After the signing of the Japanese Instrument of Surrender in carrier aircraft had mortally wounded in World War II. And one
1945, the naval world had changed forever. Of all the grand fleets of the first major procurement battles of the Cold War, the so-
of the past, only the United States and its former colonial master, called “Revolt of the Admirals” was over which service would
now inseparable, stood intact. The Americans ruled over the sea take the lead in deploying the biggest game-changer of all: the
as no power had before. The Victorian Royal Navy talked about nuclear bomb.
a “Two-power standard” of matching the two next fleets. The Meanwhile, the proxy conflict between the superpowers was
Americans now enjoyed an “every power standard” courtesy of throwing gasoline on the fires ignited by the collapsing colonial
their smashing victory, a standard they have not been keen on empires. The story of modern war would be written here. A large
letting slip. As fearsome as the Soviet Union was on land, its sea intervention here, a small one there. The clash of two regional
power was marginal immediately following the war. powers with the best gear their patrons could provide, the dance
The age of the traditional fleet battle was over. Even had Stalin’s of two minnows armed with low-grade weapons. The defining
big fleet program came to fruition, the American head start was conflict of missile-age sea war was fought over two islands. The
simply too great. But there was another counter. carrier battles of World War II gave way to one near-miss that
The missile, the submarine, and the jet bomber served as a would have involved only three carriers at most.
potential asymmetric counter to the carrier task force. As the And the ever-present fear of nuclear war, of the Russo-American
Cold War intensified, all three of these found their way into the World War III, of the best of the best smashing against each other
burgeoning Soviet Navy. Although the world fortunately never in an apocalyptic struggle, dominated everyone’s mind.
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After a lull in the peace of the 1990s and unconventional war patroller. Such paradoxes can be found across the services
of the 2000s, the rise of China and oil-fueled resurgence of Russia countries, with military platforms frequently outlasting their
brought the issue of naval technology back to the forefront. Now, intended replacements.
the missile age has reached a new level, with weapons such as Lessons of the smaller regional wars, not just Vietnam and
the Naval Strike Missile, Yakhont, and upcoming ones like the Korea, were studied and debated extensively. The Falklands and
LRASM (Long Range Anti-Ship Missile) and DF-21 ballistic especially Arab-Israeli wars were scrutinized in massive detail.
missile reaching new limits of stealth, speed, and range. Exercises such as Red Flag brought an ever-increasing amount of
That was at sea. realism to training.
In the air, things were considerably more even. While the Thankfully, the brutal meatgrinder of aircraft and missiles
immediate postwar Soviet navy was a small afterthought, its air over central Europe did not come to pass. What did emerge was
force was not. The jet age of aerial warfare started with a bang in the Gulf War, a battle with American aircrews facing an opponent
Korea and never let up, with the newly independent United States with the exact technology that they had trained against for over
Air Force having its bloody baptism of fire. The surface-to-air a decade. The resulting one-sided battle cemented American
missile added a new element to the old struggle in one direction, dominance in the skies, at least for a time.
and the smart bomb likewise in another. Yet looking at air or naval power in isolation misses the point.
The period from Korea to Vietnam brought a focus on strategic Even as a branch, air or naval operations are simply one part
capability as the superpowers relied on bomber aircraft as their of a bigger whole. And as with all combined arms, the whole
primary deterrent before intercontinental ballistic missiles could is greater than the sum of the parts. Coordinated “jointness” is
get off the ground. This led to some flashes in the pan like the extremely difficult to achieve. Yet when it is achieved, the result
B-58 and M-4 Bison. It also led to enduring designs in use to the is overwhelming dominance.
present day like the famous B-52 Stratofortress and Tu-95 Bear. This is the world of Command: Modern Operations. Reenact
The paradox of the chaotic 1945-1960 period for air power was the battles of the wars that did happen, pushing packages of
that a “cutting-edge” aircraft could soon turn into an obsolete Thunderchiefs over North Vietnam or sending F-117s over
one-trick pony, while a seemingly less-capable one could stick Baghdad. Explore the possibility of the wars that didn’t happen,
around long after it was reduced to tossing standoff missiles be they skirmishes over disputed borders or apocalyptic battles in
against a peer opponent. The Stratofortress had conventional the Fulda Gap. And speculate on the outcomes of wars that could
capability and endurance that has proved itself in every American happen, in the Spratlys, Baltic States, or wherever the imagination
war since Vietnam, while the Bear has excelled as a long-range leads.
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1. Installation
WHAT IS COMMAND? illustrates the complexity that such combat has always entailed.
COMMAND is a pause-able, real-time joint operations wargame It is a tool to show what has changed throughout the decades and
that that spans from shortly after World War II to the near future what has not, study the lessons of history, speculate the future,
(1940s-2020s). In it, you control integrated weapons systems. The and have fun.
most common of these are ships, submarines, aircraft, and the
bases they stage from. Yet COMMAND also allows you to lead
other less visible and glamorous but no less important pieces of
the puzzle. Satellites, unconventional special or guerilla forces, 1. INSTALLATION
and cyberattacks are all at your disposal. The goal is to integrate
all of those parts into one whole. 1.1. SYSTEM REQUIREMENTS
You fight on a life-sized globe with meticulously detailed Minimum system requirements, with recommended requirements
terrain both above and below sea level. Everything from hills in parentheses:
to thermoclines is placed on the map and taken into account, OS: Vista / 7 / 8 / 10
and it’s possible to stage from one continent, strike another, and CPU: Any multi-core CPU; Quad-core CPU and above
return. The instructions given to your forces can be as broad or recommended
detailed as necessary. COMMAND offers the ability to shift from RAM: 2 GB (4GB+ recommended)
hands-off broadly defined missions to hands-on personal control Video/Graphics: DirectX 9.0c compatible video card with
and back at any time. 128 MB RAM
COMMAND includes a wide range of scenarios that span Sound: Compatible sound card
from brushfire counterterrorism to short but sharp duels of fast Hard disk space: 15 GB free minimum, actual used space likely
attack craft to theater-wide engagements where aircraft and ships to grow with usage
across an entire ocean must be coordinated and synchronized. DVD-ROM: Yes, for boxed version
Its internal scenario editor allows for an even greater range. DirectX version: DirectX 9.0c (Suitable Direct-X version
Scenarios on both extremes of the conflict scales have been bundled with game)
made, from nonviolent coast guard duties on one end to full-bore Note: Large scenarios with many “moving parts” will run slower
nuclear exchanges on the other. on the same computer than smaller ones.
COMMAND is aimed to both entertain and educate. It shows
the evolution of warfare from the 1940s to the present and
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choose between F-16s and F-22s on one side and Su-35s or § Battle of Latakia, 1973. This is a historically lopsided
MiG-29s on the other for an easy to execute dogfight, or a encounter that serves as an excellent introduction to
submarine matchup involving a Los Angeles or Virginia vs. missile-age surface warfare. Useful for learning missile-
Victor III or Akula. dominant surface warfare.
§ Start New Game. This loads a prebuilt scenario. This can § Stand Up, 2011. This is, especially if played from the British
be considered “normal play”. Players can select a side if the side, an easy scenario that nonetheless forces the player to
scenario allows it, but all ScenEdit features are disabled. coordinate aircraft and ships. Useful for getting the hang of
§ Create New Scenario. This allows for a scenario to be combined arms operations.
created. All ScenEdit features are enabled.
Once the basics have been mastered, the following are
The gigantic amount of community content for COMMAND recommended for somewhat more advanced play:
and its complexity may be daunting to beginners. Completing § North Pacific Shootout, 1989. A small-scale air-to-air
the formal tutorials, some new to CMO and some carried over scenario between the best the US and Soviet Union have
from 1.0, in order is highly recommended. In addition to those, to offer. Useful for fighting a peer air opponent in a
the following “standalone scenarios” are useful for learning the manageable situation.
basics of COMMAND. § Iron Hand, 2014. A Russia-vs-Azerbaijan scenario that teaches
§ Battle of Chumonchin Chan, 1950. This is a basic Korean the basics of standoff weapons, a detailed air campaign, and
War scenario where the player controls an objectively operating in a casualty-conscious environment.
superior force to their opponent. Useful for learning gun-
dominant surface warfare. The community pack, available at http://www.warfaresims.
§ Wooden Leg, 1985. This is another basic long-range Israeli com/?page_id=1876, contains hundreds of scenarios available for
airstrike scenario where the only challenge is aerial refueling download. Many are beginner-friendly. A helpful rule of thumb
to get the aircraft to the target. Useful for learning how to is to search for ones with low ‘complexity’ on the difficulty-
use tanker aircraft. complexity scale.
§ Raid on Kismayo, 2013. This is a basic low-intensity modern Disclaimer: The community pack scenario authors have varying
warfare scenario. Useful for general play and control in a degrees of contactability and support of their scenarios. Thus, some
generally low-risk environment. scenarios may not be updated or changed to take mechanics changes
since their introduction into account. Play at your own risk.
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2.1 IMPORTANT TERMS Magazines (Page 33): These are components of units that are
There are several bits of information those in a hurry to get used to store weapons. These must have weapons in them for
started need to know. These will be elaborated in greater detail weapons to fire or aircraft to launch combat-oriented missions.
throughout this manual and the tutorials. Missions (Page 163): Missions make the battle space manageable
Units (Page 60): Units are the entities in the simulation. There and allows the scenario designer to set up an effective AI controlled
are many types of units and many of these units can house other opponent. The purpose of missions is to allow units or groups of
units; for example, an aircraft carrier can house aircraft, or an units to engage in a common task, such as anti-submarine warfare
airbase can have hanger units, runway units, and these hanger or all striking one target. There are many mission types and mission
units may contain aircraft units. Many units can be directly options, such as Rules of Engagement, Doctrine and Postures.
controlled or assigned to missions. There are special units such Formations (Page 31): Formations are a group of units
as individual facilities, sonobuoys, missiles, and many weapon (normally associated with ships, but may be extended to aircraft
types that may or may not be directly controlled and cannot be formations), a central unit(s) and escorts. Each unit in the
assigned a mission. Airbases can be assigned missions. formation usually has a primary task and station, designed to
Groups (Page 62): Groups are units that have been bound/ mutually support the whole formation from any threat.
grouped together in the simulation into one cohesive unit. This Rules of engagement (RoE) and Doctrine (Page 43): This
is done by drag-selecting units and pressing the G key. Many also encompasses mission options and orders. Many units house
scenarios come with groups pre-made by the scenario creator, other units, like a cruiser with an embarked ASW helicopter. The
and aerial missions automatically group aircraft based on the cruiser is assigned a mission or patrol zone within a formation
mission editor’s flight size. which has a specific EMCON (Emissions Condition, ie, whether
Mounts (Page 39): Many units have mounts. These are usually its radar is on or off). If the embarked helicopter is not assigned
weapons or sensors. An example would be a gun mount on a ship, a specific mission, it will inherit the Rules of Engagement,
a hard point on an aircraft, or a sonobuoy dispenser on an anti- Doctrine and EMCON of the parent unit (the cruiser), this can
submarine warfare (ASW) helicopter. Mounts usually require be overridden if you decide to change any of the aforementioned
ammunition that is already loaded, such as a missile on an aircraft settings (you will be prompted to affirm the override).
(single shot mount) or a gun mount with a magazine associated with You can skip right to the tutorials or read further for more
it for reload. There are ways to reload mounts and magazines if the detailed information on the items above.
scenario designer desires to provide loaded ammunition bunkers, Events (Page 113): Events allow fundamental changes in the
ships’ magazines for aircraft or at-sea replenishment for ships. battlespace, such as changing the player’s score, launching or
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cancelling a mission, or even ending the scenario entirely. Events § Electro-Optical. This includes video cameras and infrared
consist of a trigger (cue to start them, which can be a point sensors. While they have their limitations (such as only
threshold, unit hit/found, or time point) and an action (the meat being able to determine precise distances at short range),
of the event itself, which can be everything from a basic “Side ___ they have the advantage of being ‘passive’ and thus not
scores X number of points” to a complex Lua script). Events are emitting like radars are.
created by the scenario author in the scenario editor and are not § ESM. Electronic Support Measures, these range from
viewable or editable in regular play. simple radar detectors to advanced signals processors. All
Sensors (page 40): Sensors are anything that allows a unit to share the characteristics of being ‘passive’ (not emitting
detect something else. They range from the classic “Mark 1 Eyeball” themselves) and being able to detect active radar emissions.
to advanced radars and electronic emission detectors. Sensors can
be passive (no emissions of their own) or active (which do emit,
and thus can be detected by other passive sensors). 2.2 FUNDAMENTALS
Types of sensors include: 2.2.1 STARTING COMMAND
§ Radar. The most famous ‘active’ sensor system. Radars Start command by either clicking on the Desktop Shortcut or
range from the earliest and crudest World War II vintage on the Command.EXE file in the Command folder. The screen
types to ultra-modern AESAs (Active Electronically below is shown.
Scanned Arrays). Radar performance, especially in the face
of jammers, can thus vary extensively based on power and
technology. On one extreme are early radars that can only
generate an imprecise general contact location, while on
the other are advanced ones that are incredibly jamming
resistant and can determine the exact type of target they’re
identifying.
§ Sonar. Sound-based naval detection system, sonar can be
‘passive’ (purely listening) or active (pinging). Active sonar
is more precise but lets the target know that someone else is On the top is the “play game” subsection.
there. As with radars, sonar performance varies extensively
by size and technology.
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“QUICK BATTLE” opens a series of customizable engagements “START NEW GAME” and “LOAD SAVED GAME” places
where the player selects the forces from a group of presets and the simulation in play mode and opens a menu with two tabs
proceeds to engage them in a small scenario. on the left and a file menu below them. The “START NEW
SCENARIO” tab shows scenario files and allows starting the
selected scenario from the beginning and the “LOAD SAVED
GAME” tab shows saved-game files and allows loading those
saved games. Selecting a scenario or saved game will show the
title and a brief description of the scenario.
RESUME FROM AUTOSAVE loads the last autosave.
On the bottom is the “Scenario editor” subsection.
The “CREATE NEW SCENARIO” places the simulation in
the edit mode and starts the simulation is a blank mode.
The “EDIT SCENARIO” places the simulation in the edit
mode and allows loading a scenario or saved game.
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3. User Interface
3. USER INTERFACE the top of the application to change the information displayed
Command’s user interface (UI), in simplest terms, is a zoomable on the globe, including turning on and off the various range
globe bordered by a menu, game controls and informational rings and enabling/disabling the many layers included with the
displays. The globe allows for action on a truly worldwide game, making the map anything from the default ultra-detailed
scale. Units can move from one hemisphere to another (think Sentinel-2 satellite imagery to a blank wireframe. You can also
intercontinental missile launches or B-2 raids from Whiteman add your own imagery as an overlay by using a third-party
AFB in the central United States to Serbia or Iraq and back), program to grab the imagery and pressing the custom overlay
following a proper curved path as they do so. Actions such as button to display it. Personal view preferences can be saved in the
REFORGER convoys or the reinforcement of East Asian bases Game Options menu.
can be realistically simulated in this large-scope system.
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This is important because terrain affects operations greatly. Moving the cursor around the theater can be very important.
Underwater, the data block displays the depth of the water and other The presence or absence of convergence zones is a game changer
features vital for submarine warfare. One is the depth and strength in anti-submarine warfare. As sloping and terrain significantly
of the thermal layer, a feature that serves as a natural barrier to determine the pathing of land units (and the presence of islands
sound transmission. Another is the distance of convergence zones, and shores the pathing of naval ones), seeing what’s where is
which allow vessels with long-range passive sonar to pick up important in knowing where to send one’s bomber aircraft to hit
contacts well beyond the short range of direct paths. those land units.
Over land, the slope and type of land determines how fast
land units can move, what exact paths they take (units will steer
around mountains rather than trying to climb them), how visible Two layers of game controls are located below the menu items
they are, and how shielded they are from explosive attacks against on the map. The upper bar currently includes the following:
them. Greater slope, even without any terrain effects, makes land § The Time Compression drop-down menu lets you set the
units slower. Water terrain features (lakes) are totally impassable speed at which the simulation moves forward. The options
by land units. are 1x (real time), 2x time acceleration (twice as fast), 5x,
Wetlands and snow both slow down land units considerably 15x, and the flame/turbo option, which moves as fast your
(the former to a greater extent) and make them less visible. PC can handle the scenario. There is one option beyond
Forests, and to a lesser extent shrublands, both significantly flame called double flame or coarse fidelity. When this is
slow down and shield the land units from eyes and bombs alike. selected, the scenario will change the time-step to only
Croplands and vegetation mosaics have a small visibility and make calculations when required and thereby move at a
speed reduction, while savannas have a minor speed reduction. much quicker rate. This feature will automatically disengage
Barren and grassland terrain acts as a “base case” with no when high accuracy is required such as during weapons
modifiers, while urban terrain offers the greatest shielding and, engagements. The actual speed of turbo/flame is defined by
contrary to the others, makes land units slightly faster due to the the size/complexity of the scenario and the configuration
availability of paved roads. Several terrain types are also highly of your PC. The same scenario can run faster or slower on
disruptive to radar detection. These types are: forests (all sub- different computers, and the same PC can run different
types), croplands and urban. Obtaining a radar detection in these scenarios at different speeds. (Add example?)
areas is significantly more difficult. § The Start/Stop button pauses or resumes the simulation.
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§ The Record button activates Commands internal recording incompatible unit (a unit not under your control in a general
ability. You can use this to view or play files later. Once sense, or the “Aircraft Operations” button for a unit that holds
pressed it becomes the stop recording button. The files this no aircraft) will simply result in nothing happening. Hovering
generates are only capable of being viewed in Command the mouse over any location on the shortcut bar will display a
and can be quite large. hotkey that can be used for the same function. These actions are
§ The Custom Overlay button lets you add imagery from 3rd the most critical in COMMAND and are covered in detail in the
party sources to the display. See section 10.2 of this manual “Buttons and Windows” and “Mission Editor” sections.
for specific instructions on how to do this.
§ The Show/Hide Shortcuts button toggles the lower shortcut
bar on and off. § Engage Targets (Auto): See 3.3.1, Engage Targets (Auto)
§ The Special Actions button brings up, if any, the available § Engage Targets (Manual): See 3.3.2, Engage Targets
special actions for the current side. (Manual)
§ The Options button brings up the game options menu (see § Plot Course: See 3.3.3, Plot Course
Section 6.4) § Throttle/Altitude: See 3.3.4, Throttle/Altitude
§ Formation Editor: See 3.3.5, Formation Editor
You will notice game information displayed at the top border of § Magazines: See 3.3.6, Magazines
the globe display. This information includes game time in GMT, § Aircraft Operations: See 3.3.7, Air Operations
local time, remaining time in scenario, the camera zoom altitude § Boat Operations: See 3.3.8, Boat Operations
in meters, AU count (unit count) and a pulse time (game speed § Mounts and Weapons: See 3.3.9, Mounts and Weapons
indicator). § Sensors: See 3.3.10, Sensors,
Note that the “AU count” and “Pulse Time” numbers are § Systems and Damage: See 3.3.11, Systems and Damage
diagnostic settings that are not turned on by default. You can § Unit/Group Doctrine: See 3.3.12, Doctrine
turn them on in game options by checking the Game Diagnostics § Mission Editor: See 7.1 Mission Editor
Check box. Pulse time can be effectively used for bug reports or
seeing if one action slows the game down more than another. AU Note: Despite an attempt to fit the variety of computers running
count is useful to determine just how big the scenario can be. COMMAND, windows may appear distorted or cut short due to
The lower bar currently contains shortcuts for the following DPI issues. If that appears, close the program and run the 4KFix
actions. Attempting to engage them while having selected an tool located in the Command folder.
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MESSAGE LOG The message log can be placed in a separate window by pressing
The message log is in the lower left-hand corner of the screen. It CTRL-SHIFT-M or via a menu (see 6.2, View, or 6.4, Game
is divided into several subsections containing different types of Options Window). In a separate window the message log can be
messages that can be minimized or emphasized. This is so that a toggled between the “interactive” view (which has the different
player wanting to see, for example, when their aircraft are taking message categories and hover-balloons) and the “raw text” view
off or landing, is not overwhelmed by one endgame calculation found in previous versions of COMMAND (which simply has a
from a lengthy naval bombardment after another. list of detailed text messages arranged in chronological order).
Moving the mouse
over a message TIME STEP BUTTONS
highlights the subject of The time step
that message on the map buttons are below
by creating a balloon the message log and serve as a way of precisely fast-forwarding
near it with the message COMMAND in intervals that range from 15 in-game seconds to
in question. This can 15 minutes. When the simulation is running, pressing them does
be helpful for say, nothing. When the simulation is paused, pressing one of them
pinpointing the location runs the simulation at the current level of time acceleration for
of a new contact. the marked duration and then pauses it again. To move quickly,
Clicking on the setting time acceleration to “Turbo/max speed” (the flame icon
plus sign to the left of on the time acceleration menu) before pressing a time step button
a message elaborates is recommended.
details on that message.
For example, “Bogey #20
now type-classified: UCAV” turns into “Contact: BOGEY #20 3.2. MOUSE FUNCTIONS
has been type-classified as: UCAV (Classification by: Fishbed #1 The mouse has several further functions in the UI.
[Sensor: Mk1 Eyeball] at 3.6 nm)” First you will notice the cursor has a data block next to it which
displays information on the environment of the current area it
is pointed at. Depending on whether it is over land or sea this
information includes position in latitude and longitude; elevation
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threads and submit “firing proposals” to their side. The parent side allocation dialog will then launch allowing you to allocation
groups firing proposals per-target and selects the most promising weapons to targets. This function can also be called using the
one, based on criteria that depend on the nature of the target (e.g. Shift+F1 key combo or from the right click/unit orders menu.
for aerospace targets an important factor is time-to-impact). The dialog is organized by having attackers, their weapons
and allocations listed at the top and the selected target list and
3.3.2 ENGAGE TARGET(S) - MANUAL allocations to them listed below.
This function calls on the weapons allocation To allocate a weapon to a target:
dialog, which allows players to manually 1. First select one target from the target list below by clicking on
allocate weapons to selected targets. This is a great function it so it is highlighted.
to use in conjunction with plotted courses to allow for off-axis 2. Select an attacker from the list above. If they have a legal
attacks or more fine-grained strike planning; however, you must weapon to fire on the target it will appear in the suitable
manually put your units in the correct firing parameters for weapons list group by weapon type. If the weapon is legal
weapons to fire. but outside on or more firing parameters, the reason will be
To use, select the function (the cursor will turn into a crosshairs) written in red text (see complete list of reasons and solutions
and then click or drag select one or more targets. The weapons below). If the weapon is within firing parameters, you will see
green text saying “OK - Can fire.”
3. You then allocate the number of weapons to the target by
populating the allocated field below the suitable weapons list
and clicking the allocated button or you can double click any
weapons line in the suitable weapons list. If you are not sure
how many weapons to allocate, please review both weapons
and targets in damage values as well as the defender in the
platform display. Once allocated, the weapons will appear
in both the Weapons Allocated By Selected Attacker(s) list
at the top and the Weapons Allocated To Selected Target at
the bottom. Some weapons are “palletized”, and can thus be
assigned either individually (ie, missiles at different targets
from the same pallet) or all at once (every missile on the pallet
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is destined for the same target) When launching palletized Click on the map at the desired waypoint location. Continue
weapons, it is important to launch every from the pallet in to add waypoints as desired until the final waypoint has
order to achieve maximum effect. been plotted, then click “F3” or Plot Course to finish.
4. Certain missiles can make off-axis attacks. Go to ‘weapons § Edit Course: To edit or change a course or move a waypoint,
allocated by selected attacker(s)’, press the ‘plot course’ “Left Click” on a waypoint and drag it to the desired location
button, and then ‘draw’ an appropriate path. This is highly which will create a new waypoint.
useful to avoid giving away one’s position and taking advantage § Adding Additional Waypoints: Select a unit or group. Does
of terrain. The courses can be reset by clicking the ‘clear not work with multiple units/groups selected. Left click on
course’ button. the last waypoint or any waypoint and press F3. Left click
5. If you’d like to de-allocate weapons you can do so by double- on the map to place additional waypoints. Press “Esc” after
clicking the individual weapon’s lines in the Weapon’s the last waypoint is placed.
Allocated by Selected Attacker(s) list.
6. When are satisfied, you can complete the process by closing 3.3.4 THROTTLE AND ALTITUDE
the dialog by clicking the red x. You would then have to ensure Throttle/Altitude: Select a unit(s), group, or
the firing platforms remain in firing parameters by manually previously plotted waypoint and either press
plotting, adjusting speeds and assigning to missions. “F2” or select Throttle / Altitude on the Unit Orders drop down
menu. The speed and altitude/depth menu opens. Maximum and
Note: If you are told under the weapon in the weapon list that you Minimum values of speed or altitude/depth are set by the unit’s
aren’t allowed to use that weapon, see section 9.2.8 for guidance on capabilities and terrain.
how to figure out weapon firing parameters. Unit/Waypoint Settings: On top of the throttle/altitude
window is an arrow set that enables scrolling between unit and
3.3.3 PLOT COURSE waypoint settings. When different settings are applied to the
A unit’s course is a single waypoint at the unit, it will change speed/altitude immediately. When applied to
destination or a series of waypoints to a a waypoint, it will only do so once the unit reaches the waypoint
destination. The unit’s current course is displayed on the map as line in question.
segments with waypoints designated by small boxes at the nodes. Speed: Either select one of the preset throttle settings or use
§ Set Course: Select a unit or group and either press “F3” or the slider to select the desired speed. The unit(s) will respond to
select Plot Course on the Unit Orders drop down menu. the command immediately. Select one of the presets or use the
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slider to set the desired altitude/depth. If the unit’s altitude/depth § Just above the Layer: The submarine will operate just above
is set by an assigned mission it may be overridden by checking the Thermal Layer (See 9.2.3, Submarine Combat). This is
the Manual override checkbox. optimal for use of towed array sonar.
Altitude/Depth: § Just Below the Layer: The submarine will operate just below
Either select one of the Thermal Layer.
the presets or use the § As deep as possible: The submarine will operate at its test
slider to set the desired depth. If the sea floor is above test depth, the submarine will
altitude/depth. If the operate in a terrain hugging mode just above the bottom.
unit’s speed is set by
an assigned mission it 3.3.5 FORMATION EDITOR
may be overridden by This opens the formation editor to change the
checking the Manual placement of units inside the group. You can
override checkbox. The also select this function by pressing the F4 hotkey. This opens the
height of clouds will formation editor, allowing elements of a group to change position.
appear on the slider.
Checking “Terrain
Following” means that
the (air) unit will fly at
the specified height above ground level rather than above sea level
(which can be crucial if the scenario is in a mountainous area
and is needed for units with terrain-following capability like the
F-111 to use their full potential). Formation: This sets the literal formation the units will form.
Note: Being as high as possible for aircraft, deep as possible for It can be a line, column, wedge, or anything else on the menu.
subs, and fast as possible for ships is not necessarily the best way to This menu allows you to select a preset formation. Formation
handle units. Pay attention to mission, sensors, and threats before presets are defined in the Resources/Formation folder in the
setting throttle and altitude/depth. main CMO directory.
Special Case for Submarines: Submarines have special depth Spacing: This sets the distance between units.
options for flexibility in being stealthy vs aggressive: Heading: This sets the default heading between units.
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Assign: This assigns the units to a formation, executing the Set new Station (fixed
changes. bearing): The assigned unit
Place: In the scenario editor, you can immediately order all will maintain its position
units into a specific formation by pressing this button. relative to the lead regardless
Group Lead: The lead platform is the center of the formation, of course. This setting is most
usually a HVU (high value unit). When forming groups, the useful to put units between the
game will try and pick the best possible candidate but players can HVU and a known threat.
change if they desire to do so. The Group Lead is shown in the Sprint and Drift: This allows units in the formation to,
editor window with “[LEAD]” in front of its listing. instead of traveling at a steady pace, achieve the same overall
Setting Group Lead: Select the desired unit from the platform time by speeding up (sprinting) and slowing down (drifting). It
display drop down list and click the Set Group Lead button. is typically used by ASW units to get a better sonar picture by
Setting Patrol Stations: Players can set patrol stations of quieting their engines.
units within the formation. To do so just select the unit from Note: Pay close attention to cavitation settings for ships using
the formation editor listing so it is highlighted, click the set new sprint and drift in a formation. Not being considerate of noise levels
station button (relative or fixed bearing) and then click a point on can give away your position without you even realizing it.
the map where you would like that position to be. You will know
its created when you see a diamond marking the position with 3.3.6 MAGAZINES
the word station next to it on the display. The unit will then move Pressing the magazine button launches the
towards it when the clock begins. magazine dialog which displays individual
Set new Station (relative bearing): The assigned unit will magazines, weapons records and number of weapons carried.
always maintain its position
relative to a group’s course.
This formation setting is most
useful for ASW units, mine
sweepers etc. as it clears a path
for the HVU.
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In edit mode, you can add new weapons records to magazines Status: Shows the current status of the aircraft. These include:
and you can edit ammunition amounts in the weapons records. § Ready: A/C is available for use.
This allows you to supply mounts and hosted aircraft with the § Readying: A/C is in the process of reloading and refueling.
weapons and ammunition needed to any you have added to the § Taking off: A/C is in the takeoff process
host unit. Mission: Shows the name of the mission the aircraft is assigned
to. The field will be blank if unassigned.
3.3.7 AIR OPERATIONS Loadout: Shows the current Loadout of the aircraft or the
Clicking the button launches the Air Ops dialog loadout being fitted if the aircraft is being readied.
which is used to manage hosted aircraft for the Time to Ready: Shows the time remaining until the aircraft is
base in question. available. 0s is shown when the aircraft is ready. When an order is
The air ops dialog has two tabs: Aircraft Status and Air Facilities. given for an aircraft to launch the launch time is then displayed.
If quick turnaround is enabled, it will show the remaining quick-
turn sorties.
Launch Individual button: Pressing this button after selecting
one or more aircraft will order them to launch and as individuals.
Launch as Group(s): Pressing this button after selecting
numerous aircraft will launch them as a group. If the selected
aircraft are of different types and loadouts they will be launched
as separate groups or individuals by type and loadout.
Ready/Arm: Launches the Ready Aircraft Dialog which allows
you to change the loadout of your aircraft with available munitions.
AIRCRAFT STATUS DIALOG Enable Quick Turnaround: In the editor, this enables or
The aircraft status dialog groups aircraft by type with individual disables quick turnaround for the selected aircraft.
units shown in drop-down lists. You can expand and retract the Expand Aircraft List: This expands every available aircraft
lists by clicking the + and - button next to each unit type., type to its full length.
The columns display current information on the hosted unit. Show/Hide Unavailable: This either shows or hides aircraft
Aircraft: At the group level displays the unit count and type that are currently unavailable for use.
name. At the unit level displays the unit’s given callsign.
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The ready aircraft dialog displays a list of available loadouts This dialog displays hosted aircraft grouped by the units and
and the ready time and attack altitude the primary munitions are component facilities (hangars, open parking spots, revetments,
deployed by the AI at. If you click on each row, the stores fields elevators etc.). You can follow the progression of aircraft from hangar
at the bottom will display the individual components (munitions, to elevator/taxiway to pad/runway. A launch time is also provided.
pods, tanks, sonobuoys) for each loadout and the number Facilities can be added or removed via the buttons at the
available in the parent units’ aircraft magazine. bottom left. However, be aware that the unit must be flagged as
To choose one in the editor simply select the weapon row “aviation capable” to be able to use fixed-wing aircraft.
you like and press the OK-ready button or Ready Immediately
(ScenEdit) button. 3.3.8 BOAT OPERATIONS
If the parent unit does not have the unit you can add it by This function launches the Docking Ops dialog
clicking the check base magazine button at the top which allows which allows players to manage embarked
you to view the magazine dialog and edit munitions. boats. This function can also be called with the F7 hotkey or
Set time to Ready: You can set a value for when you’d like an clicking the boats button on the right hand information display.
aircraft to become available using this dialog. Just fill in the days, The Boat Status tab displays docked boats grouped by type.
hours and minutes filed to complete. This is helpful for the start The name at the group level gives a unit count and type name and
of scenarios. at the unit level gives the individual unit name, status (locked,
launching), assigned mission and time to ready or launch.
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Piers allow for more rapid and effective repairs than the jury-
rigged ones capable at sea, and they can also load weapons more
effectively than an UNREP.
However, piers are best suited for very long duration scenarios,
not short ones where long-term damage management is not an
issue. Thus, advanced port operations are not suited for a one
or two day slugfest, but they are suitable for a long blockade or
conflict lasting a week or more.
When placing piers or single-unit ports in the scenario editor,
a blue area appears. Ships can move freely in this area even if it’s
otherwise overland. This is to let them reach the pier placed at a
suitable location, and represents canals or channels made to allow
The launch individually button allows you to select one or entry to the port. Rotating the pier also changes the location of
more row and launch them as individuals. The launch as group the blue area.
allows you to select one or more rows and launch them as a group
by type.
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Multi-unit ports require ammunition storage facilities and priority in the case of a mount that shoots different weapons and
piers like multi-unit airbases. Single-unit ports encompass all of ammunition. The gray subset text notes the capacity to carry the
these in one unit, also like their airbase counterparts. weapon but the lack of any.
The Docking Facilities tab shows the available facilities to hold Add Weapons Record button: Allows players to add a weapons
smaller watercraft, similar to its counterparts at air bases. record to any mount by selecting the mount and pressing this button.
Remove Weapon Record(s) button: Allows players to remove
3.3.9 MOUNTS AND WEAPONS weapons records by selecting the record(s) and pressing this button.
This function launches the Weapons Dialog Add Mount button: Press this button to add a new mount.
which displays information on all weapon Remove Mount button: Select the mount(s) and press this
mounts on a platform. You can also launch it by pressing F8 on button to remove them.
your keyboard or pressing the weapons button on the right-side Edit Weapons: To change the number of weapons in a record
information display. select the record, click the change button, enter a numeric value
in the weapons field and then click set.
3.3.10 SENSORS
This function launches the sensor dialog that
displays a list of all sensors on a unit. This
includes the sensor type, status and a check box showing whether
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RULES OF ENGAGEMENT
Weapons Control Status: Determines rules of engagement for either
air, surface, subsurface, or land targets. Weapons TIGHT means the
unit(s) will fire at confirmed hostile targets only. Weapons FREE
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means it will fire at anything that isn’t confirmed friendly (possibly EMISSION CONTROL (EMCON)
dangerous to neutrals or allies). Weapons HOLD means it will not Ignore EMCON when under attack: If enabled, the unit will turn
fire on its own at all and will launch only if manually ordered. on its emitting sensors when it’s actively engaged defensively (the
Ignore Plotted Course: If enabled, the unit will abandon its theory being that since it’s already been found, there’s no use
previously (manually) plotted course while attacking a target. If hiding and weakening its defenses anymore). If disabled, it will
disabled, it will not. continue with its previous EMCON state even if attacked.
Engage Ambiguous: Sets the AI behavior when considering
using a weapon. Each weapon has certain tolerances calculated on- MISC
the-fly for down/cross-range; most direct-guidance systems want Kinematic Range: If enabled, the unit will fire torpedoes to
a precise target, most LOAL weapons have relatively strict cross- its kinematic (maximum physical) range. The much shorter
range tolerance (equal to the sensor swath) but relaxed downrange “practical range” is there to ensure that the target cannot avoid
tolerance because of their BOL ability, area-effect weapons can the torpedo simply by running at flank speed in the opposite
tolerate up to their kill zone etc. If the target’s ambiguity figures direction. Kinematic range can be set for always practical,
are greater than the weapon tolerances, this is explained in the always kinematic, or kinematic for manual shots. The kinematic
manual weapon allocation window and the weapon will not be for manual setting means a submarine set on a patrol mission
fired. This dialog has three options besides “inherited”. running into warships will engage at a practical range, but if the
An ambiguous contact is any contact with an uncertainty area. player sees a slow merchant ship with no sonar, they can engage
When set to “ignore ambiguity”, the AI will ignore the ambiguity it from a distance with a manual allocation.
when determining whether or not to launch a weapon. Select Automatic Evasion: The game has several pre-programmed
this at one’s risk, for the chance of hitting a phantom or moved evasions routines that the AI will undertake if it detects it is
contact is incredibly high. When set to “Optimistic”, the target under attack. This RoE gives you the ability to turn this behavior
uncertainty area must be smaller than 3x the weapon tolerance for of and off. In some cases, turning it to NO is useful if having
the AI to launch the weapon. When set to “Pessimistic”, the target aircraft pressing their attacks is desired.
location uncertainty must be less than the weapon tolerance for Refuel/UNREP: This changes whether or not aircraft will
the AI to launch the weapon. refuel and ships will resupply each other. It can be turned on,
Engage Opportunity: If enabled, the unit will engage targets turned off, or (default) turned on but not have tankers attempt to
not directly related to the mission at hand. If disabled, it will not. refuel each other.
Enable at one’s own risk, for this can lead to dangerous behavior.
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Refuel/UNREP Selection: This allows tankers to be chosen, be § NO-No quick turnaround allowed. Loadouts ready at the
they simply the nearest ones, tankers closer to the objective, or an default operational tempo.
even greater priority to closer-target tankers.
Refuel/UNREP Allied Units: This allows supply units to Fuel State/Pre-Planned: This changes the time when an aircraft
refuel ones from sides other than the platyer. Available choices automatically considers itself having insufficient fuel and returns
are allowing it, allowing either onloading or offloading only, or to base. The default is “Bingo” (just enough to make it back), but
forbidding it altogether. can be changed to various “Joker” states to provide an additional
barrier against running out of fuel.
AIR OPTIONS Fuel State/RTB: This changes when the individual aircraft in
Air Operations Tempo: This changes the overall tempo of the a flight return to base. It can be set to individual units leaving,
side’s air operations. A “surge” tempo generates sorties at a far when the first aircraft reaches bingo/joker (encouraged), when
quicker rate than a “sustained” tempo. Historically, “surge” the last aircraft does so (EXTREMELY risky), or not RTBing at all
tempos cannot be maintained for very long. Sustained is thus at the fuel state (Even riskier yet, only done in the event of some
recommended for a scenario set in the middle of a long air assured micromanagement).
campaign, at the end of a long logistical chain, or both. (There NOTE: The default fuel RTB settings are there for a reason.
were two “Surge” periods in the Gulf War air campaign, at the Change at your own risk and be aware that losing the aircraft to a
beginning and during the ground war). Note that tempo is lack of fuel is possible, even likely.
different from the ready times included in the aircraft loadouts. Weapons State/Pre-Planned: This changes the time when
Quick Turnaround: This enables quick turnaround for an aircraft automatically considers itself “Winchester” (out of
suitable aircraft and loadouts. suitable weapons) and returns to base. The aircraft can be used
Quick turnaround is used to model frenzied air activity such as for anything from one BVR launch and run engagements to
the Israeli strikes at the beginning of the Six Day War. It enables fighting to the last shell, depending on the situation. Fuel retreat
aircraft to repeatedly fly brief missions with a short ready time can also be modified.
before the inevitable cooldown. § Use Loadout Setting: The default, this goes with the inherent
§ YES-all possible quick turn platforms are enabled. loadout.
§ FIGHTERS AND ASW-This enables non air-to-ground
loadouts for quick turnaround. Air to ground ones are For others, an example is in order: An F-14 Tomcat with a mixed
disabled and ready at the same overall tempo. arsenal of AIM-54s, AIM-7s, AIM-9 Sidewinders, and its gun
takes off for a patrol mission.
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§ Winchester: This disengages weapons concerned with aircraft reaches _____ state” options are considerably less risky
that mission. In the event of an air to air mission, it than with fuel.
means everything that can fire at aircraft. In the event of A/G Strafing (Gun): This enables or disables strafing gun runs
opportunity fire being set, it will engage with air to air guns. on air-to-ground missions. Whether it is to be enabled or disabled
In this situation, the Tomcat will fight until it runs out of depends highly on the circumstances-a “fight to the death for the
ammunition (or gets low on fuel). If it’s serving as a screen sake of ground support” situation with an inherently expendable
for ground units against enemy attackers or bodyguard for airplane that has only a small number of bombs would support
a high-value unit, this setting is effective. it being enabled, while an advanced aircraft operating against a
§ Shotgun: Less than the maximum number of weapons will target with a high level of AAA would support it being disabled.
be fired before the unit RTB Jettison Ordnance: This enables or disables an aircraft
§ All BVR or Standoff means that the hypothetical Tomcat jettisoning its A2G ordnance when under attack. An aircraft with
will fire both its AIM-54s AND AIM-7s before returning to no ordnance will be more maneuverable thanks to being lighter,
base, useful if engaging say, a bomber formation. but it also obviously cannot perform its ground attack mission.
§ One Engagement with BVR or Stand-off is useful if it’s facing This was the real goal for North Vietnamese interceptors-
a superior opponent. It will engage once with (presumably shooting down American aircraft was just a bonus luxury.
AIM-54s) BVR missiles, and then RTB. That way it can take BVR Engagement Logic: This changes the doctrine aircraft
advantage of range in a hit-and-run engagement. will follow when engaging with long-range missiles.
§ One Engagement with “WVR or Strike” is useful if it’s a § Follow Missile Straight-in: The aircraft will continue to
ground attack aircraft you don’t want hanging around in the follow the missile straight towards the foe. This can be used
face of AA weapons. It’s also useful for a similar swoop-and- to simulate a unit with rigid doctrine, poor training, or a
run attack done with an aircraft that only has WVR weapons. desire to close to visual range quickly.
§ Crank if Possible (DEFAULT): The aircraft will “crank” by
Make sure to turn targets of opportunity off if you don’t want tilting to the edge of its guidance radar and slowing down. This
strange actions like an MPA or bomber flying over to engage a symbolizes a desire and training to stay at long range if possible.
comparable enemy plane with its tail guns. (British Nimrods were § Crank and Drag: The aircraft will not only crank but will, once
armed with AIM-9s in the Falklands so this sometimes happens!) the missile goes active and its guidance is no longer necessary,
Weapons State/RTB: Like with the fuel state, this changes “drag” and move away from the target. This symbolizes a
when the individual aircraft in a flight return to base. The “last greater desire and skill to stay at long range at any cost.
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and groups to not be impacted by alert level, use the custom tab in defense value of 2 Harpoon-equivalents, while a high-end version
the Active Emissions Interval box and make sure the Use Custom of the Ticonderoga or Kirov cruisers has a whopping 96. Note that
Preset Only box is checked. missile defense value only applies to positively identified targets.
For warships, WRA is extremely useful to ensure that heavy
3.3.15 WRA TAB missiles are not squandered on overkill targets (ie, don’t launch
monstrous carrier-busting missiles against small sailboats).
WRA also allows for maximum firing range to be changed to
a distance less than the on-paper maximum. This is especially
useful for scenario designers to ensure a higher probability of kill
for their AI side, as the missile will have plenty of energy. It is
also helpful to score kills against alerted enemy aircraft without
wasting the missiles, as they will dive to avoid attacks, dropping
below the horizon and causing direct-line-of-sight guided
missiles to lose their lock.
Another function of WRA is giving the unit “personality”.
On one extreme, a jumpy, ill-trained crew can be portrayed by
setting the WRA to engage at the farthest range possible and fire
the most weapons possible, regardless of the target. On the other,
an overly cautious crew can be set to only engage at very short
Weapon Release Authorization allows players to tailor different ranges and only launch one weapon at a time. A balanced unit
weapons for different targets. Unknown/unspecified is for targets will be in the middle.
not yet positively classified. Thus, an aircraft can be set to fire two WRA can be combined with other doctrine and scenario
AMRAAMs at a time at a fighter target and one at a time against measures to further flesh out the unit personality. These include
a wallowing support aircraft. side proficiency and engaging non-hostile targets (the jumpy unit
WRA refers to the target’s “Missile Defense Value”. This is should engage them the moment they appear, the cautious one
included in the target’s database viewer and is a guide to ideally will wait until they are 100% sure it’s hostile.)
how well they can defend themselves against a basic Harpoon-style The WRA can be set to a no-escape zone launch that causes
ASM. A small missile boat or unarmed civilian ship has a missile a weapon system to only engage when the current target cannot
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‘escape’ the weapon using a course reversal maneuver. If the Sometimes, different missions call for different personality
target contact is unknown, the weapon will be launched at it sets. An interceptor operating in an environment of enemy air
using this option based on the unknown target’s current speed. superiority would be suited for a hit-and-run attack, like North
If the target type is known, the weapon will launch based on the Vietnamese MiG-21s which near-invariably fired their AA-2s
target’s maximum speed. This can result in shots waiting for a last and then ran for home. An escort fighter would be more willing
possible moment in the instance of a very high-speed target. to fight to the end to make sure the enemy goes for them and not
A final instance of unit personality is in emissions control. Many their charges. A nervous or inexperienced pilot will fire all their
otherwise-skilled units have proven sloppy or clumsy with emissions missiles at near-max range, while a veteran will wait until they
secrecy in wars throughout history, and this can be simulated by can engage in optimal conditions.
having radars set to “ON” by default even when it is not opportune. (Those optimal conditions vary by weapons and target, and
Here are some typical examples of “personality” for aircraft should be found by scenario editor experimentation.)
are, using the same fourth-gen fighter with radar-guided missiles EMCON is up to the player to interpret-it’s possible to have a
as a base: pilot/crew who cluelessly exposes the radar, or a timid one that
§ Default. RTB weapons state depends on loadout, WRA never turns it on even when it would be justified. Both show
is two radar guided missiles (AMRAAM, etc) at a time inexperience and a lack of potential in their own ways.
against a known fourth- or fifth-generation fighter and And of course, mission setups, especially for AI players, illustrate
one against anything else. This is a sensible choice for most the overall personality of the side. A timid aircraft may launch and
circumstances. run, but a timid air force will simply stay on the ground.
§ Hit-and-run. RTB weapons state is Shotgun, one
engagement with BVR, WRA dumps all the BVR missiles at 3.3.16 WITHDRAW/REDEPLOY TAB
the target, with WVR ones possibly disabled altogether or This sets the doctrine for
at least toned down. (This can be a maddening adversary if ships assigned to a port
he out-ranges and outruns you) unit (see above, Docking
§ Fight to the death. RTB weapons state is Winchester, Operations).
all mission specific weapons expended, allow targets of Ships can be configured
opportunity with guns. WRA close to default. This can be to automatically withdraw
taken to extremes by simply selecting the “No, aircraft do from the engagement and
not RTB when weapon state is reached” button. return to the nearest port
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if they are either damaged beyond a certain degree or low on fuel 4. MENUS AND DIALOGS
or ammunition. This is necessary for ‘intelligent’ AI missions and 4.1 RIGHT CLICK ON UNIT/ CONTEXT DIALOG
can be useful for a human player as well. You can right-click on a unit to display a
The default is set to “ignore”, meaning that ships will stay on drop-down menu of popular functions in
their mission no matter what. the game.
The redeployment settings control when a ship is to re-emerge
from port. The defaults have them only setting sail again at full 4.1.1 ATTACK OPTIONS
fuel and ammunition loads less than 5% damage. The changes Engage Target(s) - Auto: This function
can simulate an emergency redeployment, or one where a full will order the selected unit or group to
load merely isn’t necessary. attack a designated target or group of
targets. See “Engage Targets- Auto” under
3.3.17 MISSION EDITOR the “Buttons and Windows” section for
The mission editor is the backbone of more information.
COMMAND, and in addition to the shortcut Engage Target(s) - Manual: This
bar, can be accessed by either pressing F11 or using the “Missions function calls on the weapons allocation
+ Ref Points” drop down menu. The complexity of the mission dialog, which allows players to manually
editor is such that it deserves its own section. See 7.2, Missions, allocate weapons to selected targets. See “Engage Targets- Manual”
for in-depth information on the types of missions. under the “Buttons and Windows” section for more information.
Bearing-Only Attack: The bearing only attack allows players
to fire guided weapons without designating a target but instead
designating a point which their guiding sensor(s) will activate
to hunt targets. It otherwise functions identically to the “engage
target(s)-manual” function.
Be aware that doing this may put neutrals at risk as the sensor
may not know friend from foe and that it has a high chance of
missing, especially if the contact location is not accurate. You can
also call on this function using Ctrl+F1 hotkey combo or from
the Unit Orders drop down menu.
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(For purely inertial-guided weapons, like ballistic missiles or From the late 1970s onward, chaff sharply drops in
JDAM-type bombs, the designated point is not the seeker-activation effectiveness. 3D and phased-array systems, along with better
point but rather the desired impact point. This can be useful if, for electronics overall, can make radars more capable at seeing
example, you want to finetune the airburst point of a cluster warhead.) through it. Experiment in the editor to see what radars can and
Lay Chaff: This function has the aircraft deploy a cloud of can’t be foiled by chaff.
anti-radar chaff. The “single burst” option releases one ‘puff ’, Drop Target: This function allows a player to drop one or
while ‘continuous stream’ has the aircraft deploy chaff until it more units from its target list. After selecting this function simply
runs out or has to RTB for another reason. The corridor and its click on the unit you would like to drop or drag select multiples.
altitude are marked on the map. Disengage (Drop All Targets): This function drops all
targets from the unit target lis and the unit will continue with its
previously assigned mission or plot.
Ignore Plotted Course When Attacking: If units are on
plotted courses and are given an attack order they will fly to the
end of their plotted course and carry out the attack by default.
Selecting this option turns that behavior off and units will attack
immediately.
Weapon Control Status (WCS): This allows the weapon control
Aircraft inside the corridor have an effectively reduced RCS status (see “General Tab” below) to be changed. WCS Selected
(the chaff strips break up the radar beam and scatter it wildly), Unit(s) changes the settings only for the units in question, while
but it is dependent on them staying inside it. Improvements in “All Units” changes it for the entire side.
radar quality made chaff increasingly less effective in real life, as
aircraft would be confined to a narrow corridor with increasingly 4.1.2 ASW-SPECIFIC ACTIONS:
marginal benefits from it. Drop Passive Sonobuoy: If the aircraft has sonobuoys in its
Note that the aircraft must be inside the corridor (and at the inventory, it drops it. Sonobuoys can be dropped above or
same altitude as the cloud when faced with 3D radars), not merely below the thermal layer (see 9.2.3, Submarine Combat). Passive
behind it. Chaff-droppers must therefore precede the main body, sonobuoys are the main source of anti-submarine warfare.
an inherently dangerous task (many F-4 crews assigned to such a Drop Active Sonobuoy: This drops a sonobuoy that actively
role in Vietnam found this out the hard way.) pings. As the submarine will know it’s being watched, active
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sonobuoys are traditionally used only to pinpoint the exact take a significant amount of time at sea due to the complexities of
location of an already-detected contact prior to an attack. loading items onto a rolling submarine.
Deploy Dipping Sonar: If the aircraft is a helicopter with a Hold Position - Selected Unit: For land units, this stops the
dipping sonar, it stops, hovers low, and deploys it. selected unit(s). This is useful if they’ve moved to the wrong place.
Function key functions: Allow you to call on unit level functions. Hold Position - All Units: This stops all land units.
See the shortcut bar, “Buttons and Windows” for more information. Quick Turnaround (Airborne Aircraft): This allows the quick
turnaround settings of an airborne aircraft to be reconfigured.
4.1.3 CONTEXT MENU, CONT. Summon to re-establish comms: If “Realistic Submarine
The Range and Bearing Tool: This tool acts as a measuring tape Communications” (see 5.4.9, Scenario Features and Settings) is
for players. To use it select the option (or hit Ctrl + D) and click checked and a submarine is currently too deep to have normal
an point on a map and drag out you will see it measure range in communications, selecting this will cause it to, if possible return
nautical miles and bearing relative to the point you chose. to a depth where it can communicate constantly.
RTB: If an aircraft is selected using this function will order an
aircraft to return to its home base. 4.1.4 GROUP OPERATIONS:
Select new home base: If you’d like to designate a new home Group Selected Units: The multiple units selected will be unified
base for a unit select this option and click on the new home base into one group.
or ship on the map. Home bases can be ports (for ships), airfields Detach Selected Units from Group: If one or more units in a
(for aircraft), or ships with the size and docking capacity to hold group in Unit View is selected and used, it will be removed from
the unit in question (either). the group.
Refuel/UNREP/Replenish (if possible): The unit will head Formation Editor: This opens the formation editor to change
over to a tanker, UNREP ship, or ammo truck and refuel/resupply. the placement of units inside the group. See “Formation Editor”
The tanker/replenish unit can be selected either automatically, under “Buttons and Windows” for more information
manually, or from a certain mission. This is essential if one needs Unassign Unit(s): This unassigns the selected unit(s) from the
to ration fuel or prioritize one specific mission over another (ie, mission in question.
the heavy bomber that needs the fuel for a deep strike over short- Assign To Mission: The assigns the selected unit(s) to an
range fighters who’d only gain a bit of endurance). Submarines are existing mission.
also able to resupply and replenish assuming the supplier has the
appropriate munitions and fuel types on board. Note that this can
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Doctrine/ROE/EMCON: This brings up the doctrine window Copy Unit ID to Clipboard: Copies the unit ID to the clipboard
to allow unit level doctrine, ROE, EMCON settings and WRA to where it can be used in Lua scripts.
be set. (See Doctrine, under Buttons and Windows)
Range+Bearing Tool: This opens up the range/bearing tool.
4.2 CONTROL RIGHT CLICK ON
Clicking on a point starts the process, with a line being created. The
MAP DIALOG:
line can be moved across the map, and in doing so, the distance and
bearing from the original point appear next to the cursor. Clicking You can also Ctrl button + right mouse click
again creates a new “start point” at the cursor’s current location, on an empty spot on the map for some other
while pressing ESC, CTRL+D or double clicking exits the tool. functions.
Unload Cargo: This makes the unit, if able, unload any cargo § Add Unit appears in ScenEdit mode and calls on the add
that it’s carrying. Ships need to be right next to the shore to unload unit dialog to drop a unit where you clicked.
their cargo, while helicopters will need to drop down and land. § Add Reference Point allows you to drop one reference
Select Unit(s) to pickup: This enables a suitable unit to pick points where you clicked.
up units and carry them as cargo. When selecting this, the cursor § Define Area: Allows you to, via click-and-drag, make a “box”
turns into a crosshairs. Click on the unit you want picked up. of reference points. Areas defined can be rectangular or
circular. To define an area, left-click and hold after selecting. If
4.1.5 SCENARIO EDITOR a unit is selected, the distance from the selection will appear in
Edit Unit Properties: This allows unit properties-magazines, the databox. Once the area is large enough, release the mouse
stores, and aircraft- to be changed. The time underway can also button and the box/disc of reference points will be formed.
be changed, to simulate food and other non-fuel resources being
consumed aboard a ship/submarine. If a potential target is right clicked while holding the shift key, a
Set Unit Proficiency: Allows the proficiency of the unit to be new dialog appears:
changed. For more information about unit proficiency, see 5.4.4,
Unit Proficiency.
Chance Of Appearance: This sets the probability that the unit
will appear when the scenario is next loaded. Thus, if it’s set to 10,
there’s a 1-in-10 chance that it will appear on load and a 9-in-10
chance that it will not.
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This allows you to engage a target with the selected unit using § In editor mode you can select the group and press the delete
specific weapons or to simply order an intercept. If an intercept key once which will dissolve the group.
is ordered, the selected unit automatically selects an appropriate
throttle settings and moves to identify the target using the best Units and Groups are displayed on the game map as color-
path possible. coded symbols. The colors note postures (player side, friendly,
If a unit that is capable of carrying and unloading cargo is unfriendly and hostile) and the symbols themselves let you know
selected and the shift + right click option is done on a unit that what kind of units they are. Symbols on the map are also shown
can be carried, a new menu will appear allowing the carrying unit with a small letter F indicating that the contact is friendly to the
to pickup that unit. If a base is shift-right clicked, it can be set as player and a small letter A meaning that that contact is allied with
the new home base. If a unit that has a base is shift-right clicked, the player.
then the option to make that unit RTB is presented. All friendly units that have friendly postures set from both sides
have an A displayed on the bottom left-hand side of the icon.
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Selected Reference Point: The reference point is currently 4.5 RIGHT SIDE INFORMATION PANEL
selected. Its name appears on the display. When creating a new The dialogs on the right side of the display are the unit/group
mission that requires them, all selected reference points will information dialogs. These are utilized by left clicking a unit/
make up the default mission course. contact in the display which changes the
Locked Reference Point: The reference point can be selected different dialogs displaying information
or deselected, but cannot be moved by the player. about the selected units/contacts. What
and how much is displayed depends on
what the player has access too. If the unit
4.4 GROUP MODE AND UNIT is on the player side, friendly or the game
VIEW MODE is in scenario editor mode the player will
You can toggle between unit view and group view by pressing have access to all information. If in game
the 9 key on the keypad of your keyboard. To check which mode mode and the player is neutral, unfriendly
you are in please check the value on the lower left hand side of or hostile the player will only have access
your display, where it will say “SWITCHED TO [UNIT/GROUP] to what their contact information filters
VIEW .” too.
Group view is default and displays the group symbol and The right side information panel can
group datablock for units that have been grouped together. You be extended or retracted via the button on
can see individual units in a group when it is selected but cannot the upper left side of it.
select and give individual orders to those units.
Unit view 4.5.1 UNIT STATUS DIALOG
displays every Name: The unit or group name will be displayed at the top. If an
unit on the image for the unit is available, it will be remotely downloaded
map. You can and displayed.
select and give Proficiency: The unit’s proficiency(see 5.4.4, Add/Edit Sides)
individual units will be displayed.
orders in this Type: Clicking on this opens the database viewer with the
window. selected unit displayed. If a group is selected, clicking will
produce a list of the group’s composition. Clicking a unit name
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on the list opens the database viewer with that unit displayed. radar will almost certainly be an F-14 Tomcat of some sort). The
Multiple database viewer windows can be opened at once should “Spotted Hosted Units” tab will display whatever units parked at
it be desired, such as if the player wishes to see the capabilities of the contact that have been seen by friendly optical sensors. See
all the escort ships surrounding a carrier. 9.3.1, “Building and Destroying Air Bases” for more details on
Group Composition: If the selected unit is a group you can hosted units.
click the down arrow button to display the member classes of the Loadout: If applicable, this displays the loadout of the selected
group. Clicking on individual entries will shift to unit view and air unit.
select the unit in question. WRA: The contact’s Weapon Release Authorization type
Unit Message Log: Clicking this button brings up a message (see 3.3.15, Weapon Release Authorization) is displayed. An
log. This functions similarly to the side-wide message log, except unidentified contact is displayed as the appropriate surface/air
it only deals with messages concerning that unit. So it will only “unknown type”, while a positively identified one is displayed
show contacts the unit personally detected, weapons calculations as what fits it’s setting-an F-16 is a “4th gen fighter”, an E-3 is
dealing with what the unit personally fired, damage reports an “Airborne Early Warning and Control”, a giant oil tanker is a
dealing with what the unit personally took, etc... “Ship-Merchant/Civilian, 95000+ tons”, etc...
Contact Report: Clicking this button opens up the contact Side: The unit or group side is displayed.
report dialog that presents a list of detected emissions (sensor), a Course: Indicates the current course for a mobile unit or
list of possible unit matches, and if applicable, units hosted. This facing direction for a stationary unit or fixed facility.
is helpful in identifying the unit. Clicking on the various entries Speed: Indicates the unit’s current speed.
in the possible matches Group lead/lead can slow down (group reform) checkbox:
list will launch the When selected, allows the formation leader to slow down when it
platform display giving is necessary for group members to move to regain their position
players full information in a formation. This prevents group leaders from breaking away
on the unit. from the main group and is selected by default.
The “Emissions” tab Damage: Shows the Total amount of damage the unit has at
will display detected this moment.
emissions and possible Damage Ctrl Button: Opens the Damage Status window. See
matches based on them “Systems and Damage” under “Buttons and Windows” for more
(IE, an AN/AWG-9 information.
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Fire and Flood Meters: Display the fire and flood damage as it on the detecting unit, while clicking on the sensor name brings
occurs. The more the flood or fire bar is filled, the more damage up the database viewer of the detecting unit with the sensor in
over time it does to the affected unit, and when the bar fills all question highlighted in green. The “Last Detections” menu can
the way, the unit is automatically killed. The ability to control be folded up or down by clicking on its bar.
fire and flooding depends on a variety of factors, including side Magazines: Pressing the magazine button launches the
proficiency. Compare the crews who saved the Samuel B. Roberts magazine dialog which displays individual magazines, weapons
from the mine hit when every simulation had the ship breaking records and number of weapons carried. For more information,
in half to the fates of the Taiho and Shinano carriers, doomed see “Magazines” under “Buttons and Windows”
from seemingly survivable hits. Supplies: This menu allows you to
Systems: Shows the damage to various systems (weapons, define the type of supplies that a unit
sensors, radios, engines, etc…) on the unit. As anyone who knows can provide to a given group or to the
the meaning of the term “mission kill” can say, a unit can have its rest of a side/allies. Selecting options
hull intact and yet be unable to meaningfully fight. from this menu can limit a provider
Assigned Base: Shows the assigned home base of the unit, if to only providing for its group rather
any. than all possible receivers.
Status: Displays the status of the unit, such as “unassigned” Boats Button: Displays the number of available boats and
(doing nothing), “engaged offensive/defensive” (engaging in total boats in the selected unit. Pressing the button launches
battle), or “on plotted course” (moving) the Docking Ops Dialog. For more information, see “Boat
Mission: Shows the mission the unit is currently assigned to, Operations”, under “Messages and Windows”.
with a link to the appropriate entry in the mission editor (see 7.1, Edit Hosted Boats: Only available in ScenEdit for units capable
Mission Editor). of holding and deploying boats, clicking it “Edit Docked Boats”
G-Tolerance: For aircraft in high-g situations such as turning window. Once there, boats can be added or removed as needed.
dogfights or evading missiles, this shows the amount of strain on Aircraft Button: Shows the number of available aircraft and
the pilot. When full, the aircraft is no longer able to make as tight total aircraft in the selected unit or selected group. Clicking the
turns as it could previously. button launches the Air Ops dialog which is used to manage
Last Detections: Displays the unit that last detected the hosted aircraft for the base in question. For more information see
contact in question and the sensor on said unit that did so as “Air Operations” under “Buttons and Windows”
well. Clicking on the unit name automatically centers the camera
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Edit Hosted AC: Only available in ScenEdit to units capable 4.5.6 UNIT FUEL
of deploying aircraft, clicking this brings up the Edit Aircraft When expanded, this displays the unit’s fuel. For surface ships,
window. Once there, aircraft can be added or removed as need be. it involves the remaining amount and time to run out at current
consumption. For aircraft, it is more detailed and involves
4.5.2 SENSORS BUTTON mission fuel, reserves, burn rate, distance to its home base, how
Pushing this button launches the sensor dialog that displays a far away (in terms of time and quantity) it is to bingo fuel, and
list of all sensors on a unit. See “Sensors” under “Buttons and how long it’s been in the air (important for quick-turn loadouts
Windows” for more information. and seeing how much its crew can take before they get tired and
have to return to base to sleep).
4.5.3 WEAPON BUTTONS Pressing the “jettison” button, if available, will release whatever
Pressing this button launches the Weapons Dialog which displays drop tanks the aircraft has, increasing its maneuverability at the
information on all weapon mounts on a platform. For more obvious expense of range.
information, see “Mounts and Weapons” under “Buttons and Use this with care when far
Windows”. away from a base or tanker.
For air units, there is an
4.5.4 UNIT FUEL additional item for flying
A green bar that shows the amount of fuel remaining. All time:
units consume fuel except facilities and land units. Units with All aircraft have a limited
nuclear power plants will not run out of propulsion fuel. Fuel amount of time they can be airborne before they are forced to
consumption rate is a function velocity for all units and is not immediately return to base. This is determined by the experience
a linear relationship. A/C have fuel consumption modifiers for of the unit and the size of the crew. This means that it is not
altitude and throttle setting including afterburner possible to keep an aircraft in the air indefinitely regardless of
Total units remaining and time until expended are displayed how it is refueled.
below. These will change based on consumption.
4.5.7 UNIT EMCON
4.5.5 UNIT ALT/SPEED When expanded, this contains shortcuts to the EMCON and
When expanded, this allows for the unit’s speed and (if applicable) sensor windows, as well as buttons that can set radars, sonars,
altitude to be quickly changed. and/or jammers to active or passive.
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otherwise they will just sit there and do nothing. For § Decide which side the player will be. Set non-player sides to
playable sides, it can still be useful. “Computer-Only”
§ Once the missions are added, saving the scenario is highly § Add the units and, if necessary, the missions for the player’s
encouraged. side.
§ A test run to see if the missions work is also strongly § Add the units and missions for the opponent’s side. This is
encouraged, reloading to the original file. necessary for a computer opponent.
§ If everything works as intended, proceed to add scoring § Add the necessary events and scoring. (See 5.5, events)
events (see 5.5.5, Constructing an Event) § Playtest the scenario.
§ Save the scenario, and then test-run it to ensure the scoring § Complete the final checklist. (see immediately below)
events work. § Submit the scenario.
§ Add briefings and scenario descriptions.
5.2.2 FINAL CHECKLIST FOR POLISHING
5.2.1 FULL SCENARIO WALKTHROUGH § Scenario saved as a scenario file (scenarioname.scen) not a
§ Create a scenario idea. save game (savename.sav).
§ Perform research if necessary. The need for historical § Scenario Times, duration, complexity, difficult and
accuracy varies greatly on both the designer’s preferences location/settings are set.
and type of scenario. Obviously, a detailed re-enactment of § If a playable side has tons of sensors the merge range-
a real battle needs to be highly researched. A looser alternate symbols in map settings is turned on to reduce clutter.
history can be but does not have to. § Scenario description and the scenario briefings for playable
§ Go to the editor and load an appropriate database. sides are written.
Depending on the time period, it’s either the Cold War § Sides are added, postures, ROE and awareness are set. If
Database or DB3K. CWDB is WWII to 1980, DB3K is side is not playable the computer only check box is checked.
anything beyond that. § If a side is to be playable by both the AI and a human player
§ Create the sides of the scenario and set their postures and than all missions created for the AI have the Scrub mission if
conditions to an appropriate setting. Not only should hostile human side is human checkbox checked in the mission editor.
sides be marked as such, but neutral traffic should be set to § If a side is included just for environment (fishing boats,
“Blind” to reduce CPU stress. (See 5.4.4, Add/Edit Sides) merchants) you’ve set their awareness level to blind to
minimize unnecessary sensor calculations.
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§ Units are named, and they are assigned to missions. § The losses and expenditures report is clear. Any erroneous
§ The scenario features and settings are set to what the entries can be cleared by clicking the Reset All button.
designer intended. § The scenario elements work properly and there are no in-
§ Air bases and ships that host aircraft have populated game problems (ie, a missile strike that never activates not
magazines. Alternatively, the “unlimited ordnance at bases” because of a bug or scenario editor flaw, but simply because
option is set to default to on. its target is never spotted in time)
§ Aircraft are armed or set to reserve, so players know to § The scenario feels fun to play. A scenario that is too hard
add munitions. Aircraft that are not to be used are set to (the victory condition can only sometimes barely be met) or
maintenance. too easy (the player’s side can effortlessly win with standoff
§ Boats, landing craft and UUV are added where appropriate. weapons) may need reworking even if everything’s gone
§ Groups are named, and their formations are set in the right technically.
formation editor.
§ All reference points are deselected you don’t want selected 5.2.3 DETAILED SINGLE SCENARIO WALKTHROUGH
and they are locked if you don’t want players moving them. This section goes into detail on the exact steps needed to make a
§ No-navigation zones are added and locked where necessary. very simple scenario.
§ Missions and exclusion zones do not share reference points. § Click on “Create New Scenario” on the title screen or
Likewise, missions and no navigate zones do not as well. “Create New Blank Scenario” on the file menu. A blank
§ All events created in the event editor have triggers and actions. world map should appear.
§ If added, special actions work properly and effectively. § Move and zoom the map to the area of the world you want
§ If you are using points in the scenarios you have correctly the scenario to take place in. While COMMAND allows for
configured the scoring dialog.
§ If the game is in unit view switch it back to group view by
pressing the Page up button.
§ Layers (Relief, latitude and longitude) are activated in map
settings if you would like to use them.
§ God’s eye view is turned off if used.
§ If you have a message displayed you’ve cleared them by
select message log and clear for the game drop down menu.
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intercontinental travel, a beginner should start small. This § Now add a side. This will be
step doesn’t have to be taken now, but it doesn’t hurt. Let’s the player’s side. We’ll just
zoom in on Mauritania. call it “Blue” for now. Go
§ Go to the Editor drop down menu. The first thing you should to Add/Edit Sides on the
do is check the database. Since changing DBs wipes the rest editor drop down menu,
of the scenario, the database should be decided on before click add, type “Blue”, and
any more work is done. There are two main databases, the click “OK.”
DB3000 (1980+) and the CWDB (1946-1979). The DB3000
won’t have World War II surplus fighters like P-38s, and the It’s time to add an airbase.
CWDB won’t have advanced modern aircraft like F-22s. Fortunately, COMMAND has
Here we want the DB3000, so select “use latest DB3000.” many prebuilt ones. Go again to
the editor drop-down menu, then go to “import-export units”
and “load units”. Go to “main, import/export”, then scroll
down to “Mauritania” and expand. Check the box that says
“Nouakchott IA”,
and then press
“Load Selected
Installation(s)”.
Then close the
window after it
says “completed!”
A small
airfield shall now
appear on the
Mauritanian west
coast. Click on it.
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“OK.” A Bar Lock 3D air search radar station will appear at the Close the windows and click on “aircraft” on the right bar.The
spot. Click on the Bar Lock to select it. Note that in the Add new five Phantoms are all red with “no loadout”, meaning they cannot
unit dialog, you have the ability to filter the desired units by class, function. Select all of them, then press ready/arm. You’ll notice
subtype, country and whether the unit is real or hypothetical. in the air ops window that the air to air loadouts are functional,
On the right bar, press “Sensors”. Uncheck the “Unit Obeys but the rest aren’t. This is because only the air to air missiles are
EMCON” box and click the “active” box on the “Bar Lock A” available in the magazines.
option. Close the window. The radar is now emitting. Select “A/A: AIM-7, Heavy”, and press the red “ready
immediately (ScenEdit) button”. While in normal mode they’d
need time to prepare, here they’re ready instantly. Now they
appear as green, meaning they’re ready to go.
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type in “Single-Unit Airfield”. Select one with a long runway and They need missions to function. Using CRTL-right click or
press OK. It should appear. CRTL-Ins, put two reference points near, but not too near, the
Now press the play button for a few seconds and then pause the Blue airbase. Make sure they’re selected.
simulation again. Two Now go to the missions/reference points drop down menu and
green symbols-the add mission. Make it a support mission.
Nouackchott airbase Select both
and Bar Lock, should C-130s and add
appear. Green means them to the
neutral, and we want mission, then
these to be hostile. Go uncheck the
back to add/edit sides. 1/3rd rule.
Click on Blue, go to
Postures, and then
select Hostile. Do the
same for Red. They
should now appear as
red on the map.
Select the airfield
(making sure you’re
controlling Red) and then click “edit hosted aircraft” on the right
bar. Type in C-130A and select one of the two C-130As (NOT
the AC-130A on the top). Write
“Target” under callsign and add
two.
Go to “planes” and ready/arm
again. Select Ferry and ready
immediately. There’s no need for
filling the magazines in this case.
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Now save the game. If loaded in normal play, the scenario now Press OK. Then select Create New Action with “End Scenario”.
functions-the C-130s will take off on their own. But now it’s time Press OK in the now limited action editor window.
to make it meaningful. Close the window, now go to Event Editor/Events.
Switch to Blue or exit and reopen the Check the Event is Repeatable Tab, Type in C-130 Hit for
scenario (it will load as Blue by default, “description”, then add C-130 Shot Down for trigger and “Blue
as Red is checked to computer-only). Go Points” and “End The Scenario” for Action. Press OK. Save the
to Editor-Dropdown/Edit Scoring. Set the scenario.
Triumph score to 150. Close the window.
Now go to Editor/Event Editor/
Triggers. Select a “create new trigger, unit
is destroyed.” Type in C-130 Shot Down.
Select Target Side Red, Target Type Aircraft, Target Subtype
Transport, Target Class C-130A Hercules. Press OK.
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K-115, a Charlie II (a nuclear submarine with advanced Bazalt/ It means that once the event is triggered, a Whiskey submarine
Sandbox-style anti-ship missiles) will spawn in the same spot and conduct a mission in one of two
Tying this script to an event that is triggered after the scenario areas. This sort of Lua randomization is useful for increasing the
is loaded (see 5.5, Events) is the next step. Once a player (with the variability and replayability of scenarios.
“USSR” being a playable side) runs the scenario in non-ScenEdit Lua can do more than just set up scenarios. It can also make
mode long enough to trigger the event, they will receive one of them more dynamic.
the three submarines. One Lua action is using the previously mentioned ScenEdit_
For a non-playable side, patrol orders need to be bundled-in AssignUnitToMission to either assign or change missions for
for any mobile unit. For example: units that already exist. Simple random selection can make the
following units assigned to one of three possibilities.
ScenEdit_AddUnit({type=’Sub’, side=’USSR’,name=’B-24’,
dbid=’287’, latitude=’51.52351341355’,
longitude=’-38.177899984719’})
ScenEdit_AssignUnitToMission(‘B-24’, ‘eastpatrol’)
a = math.random(1,2)
if a == 1 then
ScenEdit_AddUnit({type=’Sub’, side=’USSR’,name=’B-24’,
dbid=’287’, latitude=’51.52351341355’,
longitude=’-38.177899984719’})
ScenEdit_AssignUnitToMission(‘B-24’, ‘eastpatrol’)
elseif a == 2 then
ScenEdit_AddUnit({type=’Sub’, side=’USSR’,name=’B-24’,
dbid=’287’, latitude=’51.52351341355’,
longitude=’-38.177899984719’})
ScenEdit_AssignUnitToMission(‘B-24’, ‘westpatrol’)
end
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a = math.random(1,10)
if a<5 then
Another is changing sensor statuses to active or passive via
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #1’, ‘NONE’) ScenEdit_SetEMCON. The template is as follows:
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #2’, ‘NONE’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #3’, ‘NONE’)
ScenEdit_SetEMCON(‘EMCONSubjectType’, ‘EMCONSubjectNameOrID’,
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #4’, ‘NONE’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #5’, ‘NONE’) ‘EMCONSettings’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #6’, ‘NONE’)
elseif a>=5 and a<8 then
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #1’, ‘Close
SubjectType can be a unit, group, mission, or side.
Patrol’) For a single unit it could be:
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #2’, ‘Close
Patrol’)
ScenEdit_SetEMCON(‘Unit’, ‘USS McCracken’, ‘Radar=Passive’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #3’, ‘Close
Patrol’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #4’, ‘Close This turns off the radars on a unit called the USS McCracken.
Patrol’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #5’, ‘Close Whereas for an entire side it could be:
Patrol’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #6’, ‘Close ScenEdit_SetEMCON(‘Side’, ‘USSR’, ‘Sonar=Active;Radar=Passive’)
Patrol’)
elseif a>=8 then
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #1’, ‘Aggressive
This turns off the radars but turns on the active sonars for
Patrol’) every “USSR” unit.
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #2’, ‘Aggressive
Patrol’) This can be combined with triggers (see 5.5.3, Triggers) to
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #3’, ‘Aggressive enhance scenarios in the following ways:
Patrol’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #4’, ‘Aggressive § Combined with time-related triggers to symbolize
Patrol’)
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #5’, ‘Aggressive
intermittent emissions. A unit doesn’t have to go to the
Patrol’) extremes of either always or never using the active sensors.
ScenEdit_AssignUnitToMission(‘Ukrainian Flanker #6’, ‘Aggressive
Patrol’) § Combined with detection-related triggers to symbolize a
end unit commander going “Ok, the cat’s out of the bag, better
emit for the sake of awareness” without needing to be
Depending on the roll, the six Su-27s will either stay grounded explicitly under attack.
(NONE-assigned to no mission), launch but only stay near their § Combined with special actions to symbolize a general order,
air bases (assigned to the “Close Patrol” mission), or launch in a particularly if it’s on an allied side the player otherwise
mission with a large prosecution area, making them more eager doesn’t directly control.
to fight (assigned to the “Aggressive Patrol” mission).
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Still another Lua capability is changing the weather. The ScenEdit_ § Enter a date by either selecting and manipulating the
SetWeather function has four inputs: temperature (increments of individual elements of the date field (day name, Month,
0 to 50 degrees Celsius), rainfall (increments of 0 to 50), clouds Day, Year) or clicking the calendar icon which will launch
(increments of 0.1 to 1), and sea state ( increments of 0 to 9). a small calendar dialog that can be used to choose a date.
So in basic terms, running the following SetWeather action- § Enter a time by manually manipulating the hour, minute
and second fields or typing them in.
ScenEdit_SetWeather((35),(12),(0.6),(4))
...will lead to a base temperature of 35 degrees Celcius (95 degrees Scenario starts on: Sets the time the scenario starts on.
Fahrenheit), moderate high clouds and rain, and a sea state of 4 § Enter a date by either selecting and manipulating the
(wind 11-16 knots, small waves). individual elements of the date field (day name, Month,
Lua is capable of much more than these major examples. It can Day, Year) or clicking the calendar icon which will launch
even create a type of “AI” if the programmer is skilled enough. a small calendar dialog that can be used to choose a date.
If in doubt about anything, or if one simply wants to learn § Enter a time by manually manipulating the hour, minute
more, ask online in the “Lua Legion” subforum at and second fields or typing them in.
http://www.matrixgames.com/forums/tt.asp?forumid=1681
Scenario Duration (And lasts for) Field: Enter a numeric value
in the days, hours, mins (minutes) fields to set this. This can be
5.4 EDITOR DROP-DOWN MENU changed after playtesting if one feels the scenario is too short or
The editor drop-down menu only appears in ScenEdit mode and too long for its own good.
contains the scenario creation functions. Complexity: Allows editors to set a scenario complexity using
a 1 to 5 scale. This will be reflected by the Complexity green
5.4.1 SCENARIO TIMES + DURATION bar scale in the load scenario dialog. Complexity is inherently
This drop down allows you to set the current scenario time, the arbitrary and up to the scenario creator, but a general rule of
scenario start time, scenario duration, complexity, difficulty and thumb is that scenarios with more units and/or a situation that
location. The exact date of the scenario will change everything requires more setup, such as aerial refuelling or coordinated
from national borders to the location of polar ice. time-on-target strikes, should have a higher complexity level.
Scenario Current Time: Sets the current scenario time. Difficulty: Allows editor to set a scenario difficulty using a
1 to 5 scale. This will be reflected by the Difficulty green bar
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scale in the load scenario dialog. Like complexity, difficulty is 5.4.2 DATABASE
inherently arbitrary and up to the scenario creator. Scenarios Current: This displays the current database in use by the
should be playtested to see the ‘true’ difficulty before a final score scenario.
is assigned. However, a scenario where the win condition can be Use Latest DB3000: This updates the database to the latest
consistently achieved should get a low ranking, and one where version of the DB3000, covering 1980 to the ever-shifting “near
it cannot easily be accomplished, even by the scenario creator, future”. NOTE: Changing the DB in this fashion will delete all
should be the opposite. sides, so it’s important for scenario designers to choose a DB
Location: Allows editor to fill in a text value noting location before adding sides and units.
that will be displayed in the location field of the load scenario Use Latest CWDB: This updates the database to the latest
dialog. The location can be anything from geographical locations version of the CWDB, covering 1946 to 1979.
(I.e, GIUK Gap, East China Sea) to conflicts (Persian Gulf War, Load Other DB File: This allows a database file to be manually
Indo-Pakistan War ). loaded.
Title + Description: This dialog allows editors to add the Upgrade Scenario To Latest DB Version: This allows an
scenario Title and descriptive text that appears in the Load existing scenario to be updated to the latest version of its respective
Scenario Dialog. database without losing any units. It can be accomplished as
Title Field: Enter a text value to give the scenario a title. It will either a “shallow” or “deep” rebuild, or used to update multiple
appear in the load scenario dialog under title. scenarios. See 8.1, Scenarios Vs. Databases
Description: This field allows editors to add text, pictures and
links to the scenario description that appears in the load scenario 5.4.3 CAMPAIGNS
dialog It. It is copy and paste capable and includes most common This allows for the creation of campaigns of linked scenarios.
Windows text edit functions. In it, the player can attach scenarios, attach attachments,
To add text: Type and edit using the appropriate buttons. You and set a pass score to enable progress to the next mission in
can highlight over existing text and use the function buttons to campaign play.
make edits. § Use “Add scenario” to select an individual scenario for
Pictures: Add pictures as needed. part of the campaign. Likewise, “Add attachment” adds a
Links: Add links to background materials, etc. as needed. scenario attachment.
§ “Remove selected” is self-explanatory and removes the
selected element.
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§ “Move Up/Down” changes the position of the selected Add : Click “Add” and type a name for the side in the box that
element, useful for changing the order of scenarios. opens. A new side will be added to the scenario
§ At the bottom of the campaign dialog, enter an appropriate Remove: Select a side and click “Remove”. This deletes all units
pass score (what score the player needs to obtain in order to and missions for that side.
reach the next scenario) in the dialog box and press “set”. It Rename: Select a side and click “Rename”, Type in a new name
will change the score for the selected scenario. in the box that opens. The side will be renamed.
§ “Title and Description” describes the beginning of the Briefing: This opens a window to edit the briefing of the
campaign, what players will see at the menu screen. selected side.
§ “Ending Text” describes the ending of the campaign, what Postures: This determines how each side interacts with other
players will see after they’ve beaten it. sides. The choices are Neutral, Friendly, Unfriendly, and Hostile.
§ “Save Campaign” saves the current campaign. Select the side, then click “Postures”, in the box that opens, select
the desired posture from the drop down menu.
Create New: This opens up a blank campaign editor window where
scenarios (not necessarily the currently loaded one) can be added. Posture choices:
Load From File: This loads a previously existing campaign for § Friendly: Sides will not fire on each other and share contact
editing. Scenarios and attachments can be added or removed, the information and air facilities.
order and pass score can be changed, and so can the opening and § Neutral: Sides will not fire on each other and do not share
ending text. sensor information.
§ Unfriendly: Sides will not fire each other but will intercept
5.4.4 ADD/EDIT SIDES when on patrol missions. They can conduct electronic
This function allows you to add sides warfare against each other.
to a game and edit their properties. § Hostile: Sides will fire on each other and can conduct
Sides may be human or computer electronic warfare against each other.
controlled. A side’s relationship
with other sides is determined Doctrine–RoE button
by its posture. Each side also has This sets the default Doctrine, RoE, and EMCON for a side. All
its doctrine which is part of the existing and Lua-spawned units will inherit these settings unless
mechanism that governs its behavior. changed by a mission, script, or manual selection. The editor can
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set these to be editable by players in game mode by checking off Proficiency Settings: This sets the default proficiency for a side.
the Player Editable checkboxes. There are five proficiency levels ranging from ‘Novice’ to ‘Ace’,
Side is Computer-Only: If checked, this makes the side with ‘Regular’ as the default norm. The proficiency levels most
inaccessible to the player in normal play. This is typically used to visibly affect aircraft agility, with novice aircraft having only 30%
designate the OPFOR side in a scenario, and means that missions of their nominal capability, veterans being able to equal the on-
and tasks will have to be set for it before the scenario can be paper level exactly, and aces capable of even exceeding it.
playable outside of ScenEdit. In addition to aircraft agility, proficiency also affects damage
Collective Responsibility: If checked, the actions of one unit control, ability to fly at low altitudes without advanced avionics,
in a side will be treated as reflecting the entire side. If unchecked, ability to withstand g-forces during hard maneuvers, reaction
it will not be. For example, with CR checked, a unit from Side A time (extremely useful for engaging fast moving aircraft or
being marked as hostile will cause all of Side A to be marked the missiles), and the accuracy of unguided weapons.
same way, while designating that unit with CR unchecked will Proficiency is inherently subjective and up to the player.
just change only that one unit. There is no locking the player into select proficiencies for select
Can Auto-Track Civilians: If checked, civilian and commercial countries. However, some possible guidelines are:
units will automatically appear as visible to the side regardless of § “Regular” as the default and as a backup in case all else fails
its awareness settings. or a suitable choice cannot be found by the scenario author.
Awareness: This sets the side’s level of awareness of the units in the § “Cadet” as a nation with a poor historical record and/or
scenario. Note that any unit may be set to be automatically detected a unit new to battle. “Novice” as an even more extreme
and classified by the scenario author, regardless of this setting. version of “Cadet”.
§ Normal: All units must be detected and classified using § “Veteran” as a nation/unit with decisive combat experience
suitable sensors. and/or excellent training. “Ace” likewise as a similarly
§ Auto Side ID: All units must be detected but the side extreme side in relation to “Veteran” in the opposite way as
identified upon detection. “novice” is to “cadet”.
§ Auto Side and Unit ID: All units must be detected but the
unit’s side and unit type is provided upon detection. Individual unit proficiency can be changed from the side norm
§ Omniscient: Similar to “God Mode” which reveals via either the right-click on unit dialogue (see Section 4.1) under
everything detectable. “scenario editor” or in the order of battle menu (see Section 6.3.3).
§ Blind: Nothing is revealed.
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Historical note: The unit proficiency symbolizes the disconnect Briefings can be either formal with the style of an actual
between tactical and operational skill. Proficiency can swing military document such as the traditional American “five
marginal fights one way or another but is (generally) less important paragraph order”, or informal. Whatever the format, they should
when one side or unit has a clear supremacy. Often, putting assets include:
in the right place at the right time is more important than the exact § The units under the player’s control.
performance of those assets. § A less detailed description of units under enemy control
Switch To: This drop-down allows you to switch the view (remember the fog of war).
perspective in the editor to each side you have created. § The objective and rules of the scenario.
5.4.5 EDIT BRIEFING The briefings should be able to lay out the basic guidelines for
This function calls the edit briefing dialog which allows players the scenario player, so that they do not have to wander around
to add text, pictures and links to the side briefings that appear for confused wondering what to do (if the objective is to hit a set of
each side in the load scenario dialog and briefings dialog. You fuel tanks, the player shouldn’t waste time attacking air defense
must switch sides using the editor switch to function to edit and sites if they have limited resources, thus the briefing should
add unique briefings for each side. mention that)
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(see 5.4.3, Campaigns) will require reaching the set pass score Scoring can also be determined for pure gameplay reasons,
to progress to the next scenario in it. even if it’s not “historically accurate” per se. If the way to balance
3. Make sure the numbers match the point total in the scoring a scenario is to make one side’s losses or kills worth a lopsided
events. amount, that’s a perfectly valid reason.
Note: Scoring overall is a hugely tricky situation. In many scenarios, 5.4.7 GOD’S EYE VIEW
a simple give and take of “destroy enemy units, gain points, lose Provides an omniscient view of all units on all sides in the game.
friendly units, lose points” works fine. § This setting is useful for editors to see what is really going
But for others, this isn’t suitable. If the goal is to hit a certain on while testing a scenario. Shifting from it to normal player
high value target, that should take precedence over just trading views is used to provide an excellent contrast.
blows. In extreme cases, hitting the target(s) alone can be the § This setting also allows editors to create strike missions for
difference between success and failure. Hit it, get a triumph, lose targets that have not been detected but still need to be specified.
it, get a disaster. § Keep in mind that this does not reflect what each player side
The scoring system thankfully allows for more nuance between sees at any time as they see things through often imprecise
the two extremes. Something like 1,000 points for hitting the sensors.
target, -100 points for losing an aircraft, and 750 points being the Minefields: This drop-down menu allows editors to add and
line between minor victory and average allows for a bit of slack. remove sea minefields.
Lose two aircraft, and the tradeoff for hitting the target is judged To add and mines to a
by the scenario designer to be worth it. Lose three and it’s a little designated area:
too much. Miss the target and it’s an automatic failure. 1. Make sure you have switched to the side you would like deploy
The relative value of units should be considered by the scenario the mines.
author. If the units are supposed to be expendable, then there should 2. Create and then select the reference points you would like to
be little to no penalty for their losses. Likewise, an irreplaceable unit you use to define the area you’d like the mines to be placed.
can justifiably result in an automatic loss for the entire scenario. 3. Select Create minefield in designated area which launches the
The time period can be considered for losses of line units-if the side “add mines in designated area” dialog.
in question has plenty of aircraft to spare, a wave of replacements, 4. Choose the type you would like and how many (holding
and a politically high tolerance for casualties, accomplishing the down the shift, control, or both keys while will clicking will
objective beats taking losses. The reverse is also true. add more). Please consider the depth of the water and the
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depth parameters the mines can operate in prior to deploying. Use this menu to manipulate weather conditions in the game.
These are found in brackets after their name in the dialog. Simply slide the scales to manipulate average temperature,
The different types of mines vary extensively in terms of both rainfall, sky (visibility) and wind/sea state conditions. These can
damage and sweepability, from basic moored contact mines to be global or localized (see _____ Ref. Points Manager)
lethal rising mines. How weather impacts units in the game:
5. When ready to add press the ADD button. The mines will be § Temperature affects several sensors but primarily infrared
randomly distributed based on area and water depth. ones. During the night, man-made and mechanical objects
stand out more clearly against the background on infrared
To remove mines from a designated area: sensors. Conversely, during daytime (and particularly
1. Select the reference points or drop and select new reference in hot climates) IR sensor range shrinks dramatically.
points marking the area you’d like to remove mines from. Imaging sensors are less severely affected than older ones.
Make sure that it covers Temperature differs from the “average” setting depending
the entire minefield. on region of the world-the equator is a lot warmer than the
2. Select remove mines Arctic, obviously.
from designated area in the Minefields drop down menu. § Rainfall affects both visual, IR and laser sensors. Visibility
can shrink to as much as 1-5% of original range and
5.4.8 WEATHER similarly IR sensors are severely degraded by even light
This function allows editors to manipulate weather and sea rain (e.g. in a rainstorm a Sidewinder may have an effective
conditions. lock-on distance smaller than gun range).
§ Cloud coverage affects line-of-sight for visual and IR
sensors. Light cloud coverage usually means scattered
clouds at high altitude; aircraft can get under the cloud
base and still visually acquire targets below, illuminate
for LGBs etc. Thick cloud coverage means thick clouds at
all altitudes; LGB guidance may be difficult or impossible
unless the aircraft descends to low altitude, and spotting is
likewise degraded.
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§ Sea states affect primarily ship suitability (not currently a precise heavy SAM, and a modern fuze is better at inflicting
modelled) and sonar performance. Surface ducting is damage than an older one) and the aircraft (Larger, multi-engined
useless in high waves and sonar ranges at or near the surface and/or more heavily armored aircraft are harder to destroy). A
are severely degraded. High waves also raise the minimum damaged aircraft that successfully returns to base will be down
safe altitude for low-flying aircraft. Sea state also affects the for repairs and thus take longer to ready than an undamaged one-
accuracy of naval gunfire, especially on lighter, more easily often longer than the current length of the scenario.
tossed vessels. When disabled, aircraft are destroyed in one hit by anything.
Realistic Submarine Communications: When activated,
5.4.9 SCENARIO FEATURES + SETTINGS submarines diving below periscope depth will go out of contact
This dialog allows editors to set default realism settings for with the player (see 10.7, comms disruption). They can be
scenarios. Some features are locked and require owning a certain returned by right clicking on the ghosted “last known location”
DLC to unlock. icon and selecting “summon to reestablish comms.”
To select a setting just select a checkbox and click the apply An ELF signal amounting to “Ok, you’d better come up now”
button. is sent, and, if the coast is clear with no immediate threats,
Detailed Gun Fire Control: When activated, guns have their the submarine returns to antenna depth, sharing any contact
Ph and CEP values realistically affected by the quality of their information it gained while deeply submerged.
fire-control director and may altogether be incapable of firing Effects Of Terrain Type: When activated, this allows for
if their sensors are blocked or knocked out. When disabled, different terrain types to have their effect on unit movement,
guns can fire even without any director guiding them, and their visibility, and resistance to blast effects (see 3.1, The Globe
accuracy is unaffected by sensor and weather limitations. Display for details). When deactivated, all types of terrain are
Unlimited Ordnance: When activated, aircraft and ships now treated similarly.
have unlimited ordnance at any port or airfield they deploy in. Communications Disruption: Enables comms disruption. See
With this enabled, even if the magazine has one or zero specific 10.7, Comms Disruption and Cyber Attacks.
missiles, a squadron of ten aircraft can all be deployed with a Weather Affects Ship Speed: When activated, bad weather
loadout of said missiles. will slow ships down and in some cases even trap them in a
Aircraft Damage: When activated, aircraft are not immediately near-stationary “heave”. Unsurprisingly, small ships are far more
destroyed by any successful hit. Their survivability is highly vulnerable to bad weather than large ones.
dependent on both the weapon (light AAA is far weaker than
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5.4.10 MERGE SCENARIO You launch the event editor by clicking on Event Editor in the
This fuses two scenarios into one. Scenario 1 acts as the mission drop down and selecting Events from the dropdown.
‘foundation’ which Scenario 2 is added to, and in the event of When you do so, the Event Editor dialog will launch the Events
a conflict between a fundamental background characteristic like dialog.
time or weather, Scenario 1 is used.
Populated Event Dialog
The Events dialog includes a listing of all created events at the top
and three function buttons at the bottom.
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§ Edit selected event: Selecting an even from the list and Events are constructed from actions and triggers so it is best to
pressing this button opens the event in the edit event dialog build them first. You can do so by pressing the edit trigger or edit
for editing. action buttons that are found at the bottom of their sections. You
§ Delete selected Event: Selecting and event and pressing this could also edit them independently from the event editor drop-
button deletes it. down by selecting either Actions or Triggers. Once you have
constructed the necessary actions and triggers, you can begin
Creating an Event: As mentioned, events are actions that are the construction of your event in the Edit Event dialog.
result of a trigger. So we’ll work through creating an event while
describing each dialog used. 5.5.1 ACTIONS
First, click the Create New Event button which launches the You create actions by clicking on the edit actions button, which
Edit Event dialog. This dialog includes basic event parameters at brings you Event Actions Dialog. This dialog has a listing of all
the top and specific triggers and actions sections below. created actions at the top and all function buttons at the bottom.
1. To create a new action you select the type from the drop-down
menu at the bottom and press the Create New Action button
which will launch the Edit Event action dialog, allowing you
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to construct the action and modify options and parameters. Teleport to Area: This is used to teleport units to within a
Descriptions of all are below. reference designator defined area. This can be used to simulate
2. To edit an existing action, select it from the list at the top and the arrival of reinforcements.
press the Edit Selected Action button, which opens the Edit To use:
Event Action dialog allowing you to modify the action options § Make sure you drop some reference points to mark the area
and parameters. the units will be teleported to. Select/activate them and
3. To delete an action, select it from the list at the top and press make sure other reference points are deselected. The units
Delete Selected Action. Keep in mind that if you are using the will appear at a random point in the area, so keep that in
action in an existing event it will be deleted as well. mind when making or selecting them.
§ Launch the event editor and add action
What are Actions? § Type in a description (for example, “1st platoon lands at
Actions are the result of a trigger, and may be used in many airport”).
triggered events. § Click on “add points currently highlighted” to set the
To setting up actions, click on Editor > Event Editor > Actions. teleport area.
A window opens listing the existing possible actions and options § Select the units you would like moved. They are selected
to create, edit, or delete the selected action. when highlighted in blue.
§ Click the OK button.
Action Types:
Points: This allows adding or subtracting points from a side’s Message: Creates a popup message with user-defined content.
score. Please remember to tell players to activate their special message
To use: popup option in their Game Log message options to see this as a
§ Fill in a description of the action (ex. 100 Points to side popup rather than a less visible entry in the game log.
Blue). To use:
§ Select a side that is to receive or lose the points. § Fill in a description of the message (like “Blueside war
§ Add the Point change. Positive numbers to grant points and warning”).
negative to subtract (ex. -100). § Use the drop-down to select the side that will see it.
End Scenario: This action terminates the scenario. It is suggested § Use the text box to type the message you would like
that you add a message action prior to this letting the player know. displayed.
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§ Click the OK button when complete. Activates a Lua script. The Lua script must be manually entered
to the action console by the scenario, although prepackaged
Change Mission Status: Sets a mission to active or inactive. This template options are set for non-coders. For information on
action is designed to be used with the mission status field in the specific Lua scripts, see 5.3, Lua.
mission editor. Please be sure do set the mission status (active/
inactive) to the status you’d like the mission to have a scenario start. 5.5.2 SPECIAL ACTIONS
To use: Special Actions have a Lua input. Mechanically, they are identical
§ Add a description of the action (such as “Activate Blue to “normal” Lua actions, but can be activated on cue by the player.
AAW Patrol”). For how to activate them in normal game mode, see 6.3.10,
§ First select a side from the Side drop-down and then a Special Actions.
mission from mission drop-down.
§ Click the New Status drop-down and select a status.
§ Click OK.
Lua:
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prevent the player from just constantly choosing them, knowing trigger dialog allowing you to modify the action options and
there’s no downside to pressing the button. parameters.
3. To delete a trigger select it from the list at the top and press
5.5.3 TRIGGERS Delete Selected Trigger. Keep in mind that if you are using the
Triggers initiate events. A trigger can be used to initiate multiple trigger in an existing event it will be deleted as well.
events; however, each event must be set up separately. Triggers
are created by selecting the Edit Trigger button which launches Trigger Types:
the Event Trigger dialog. § Unit Destroyed: Trigger occurs when the specified unit is
destroyed.
§ Unit Damaged: Trigger occurs when a specified unit or
class of units
§ Unit Enters Area: Trigger occurs when the specified unit
enters an area defined by reference points. An option exists
where a window of time may be specified such that the unit
must enter the area within that time window to cause the
trigger to activate.
§ Unit Remains In Area: Trigger occurs when the specified
unit remains in an area defined by reference points for a
specified amount of time. The time is reset if the specified
unit leaves the area for any reason.
§ Time: The trigger occurs when the game time reaches
1. To create a new trigger you would select the type from the a specified time. An effect similar but not identical to
drop-down menu at the bottom and press the Create New “Scenario is Loaded” can be achieved by setting the event to
Action button which will launch the edit event trigger dialog trigger at a time one second after the scenario is set to start
allowing you to construct the trigger and modify options and (ie, if the scenario is set to start at 3:00:00 UTC, the trigger
parameters. is set for 3:00:01.)
2. To edit an existing trigger, select it from the list at the top § Random Time: The trigger occurs at a random time within
and press Edit Selected Trigger, which calls the edit event a user set interval.
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§ Unit Is Detected. The trigger occurs when a certain unit is § TARGET SUBTYPE [DDG]
detected by a certain side. Options range from any aircraft/ § TARGET CLASS [Arleigh Burke Class Destroyer]
ship to a specific unit name being positively identified. § SPECIFIC UNIT [USS Arleigh Burke]
§ Side Points: The trigger occurs when the designated side’s
points either exceed, matches, or falls under the specified Triggers Associated with an Area
number of points. Some triggers have an area associated with them which are
§ Scenario is loaded. The trigger occurs the moment the defined with reference points. The reference points defining
scenario is loaded. the area should be selected prior to creating the trigger that
§ Scenario Ends. The trigger occurs when the scenario ends. uses them. The reference points used to define the area can be
§ Regular Time. The trigger fires every set interval (a dialogue changed in the trigger edit dialog box.
opens, and it can be anything from a second to a day.)
5.5.4 SETTING UP TRIGGERS
Triggers Associated with Units Click on Editor > Event Editor > Triggers. The “Event Triggers”
The “Unit Destroyed”, “Unit Damaged”, “Unit Enters Area”, dialog box opens listing the existing triggers and options
and “Unit Remains In Area” triggers can be linked to units in to create, edit, or delete Triggers. Scroll down the pull-down
a hierarchal fashion from a type of unit down to a specific unit. listing at the bottom of the box and pick a trigger type then click
These types, below, are set when the trigger is created: “Create New Trigger”. The “Edit Event Trigger” dialog box is
§ TARGET SIDE: Designates the side the trigger will generate displayed.
from. NOTE: Triggers with areas defined by reference points associated
§ TARGET TYPE: Designates the type of unit. If any of the with them should have the reference points already selected when
designated type of unit experiences the trigger criteria, then creating the trigger.
the trigger is activated. Unit types are:
§ Aircraft Unit Destroyed:
§ Surface Ship 1. Type in a description for the trigger.
§ Submarine 2. Select the Side and desired unit settings from the drop down
§ Land Facility listings. These should be done from the top down since the
§ Land Unit subsequent available selections often depend on what is
§ Weapon selected above it. If the trigger is going to apply to all types
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then the subsequent selections should be left as “None”. The 5. Modifier: Modifies the trigger to a “Unit Leaves Area” trigger
same is true if selecting a subtype or class. if checked.
6. Verify the correct reference points are assigned to the trigger.
Unit Damaged: Reference points may be added later after creating the trigger,
1. Type in a description for the trigger. removing reference points may be done at this time. At least
2. Select the Side and desired unit settings from the drop down three reference points must always remain .
listings. These should be done from the top down since the 7. Select OK to create the trigger.
subsequent available selections often depend on what is
selected above it. If the trigger is going to apply to all types Unit Remains In Area: The reference points defining the area
then the subsequent selections should be left as “None”. The should be selected prior to opening the Event Triggers dialog box.
same is true if selecting a subtype or class. 1. Type in a description for the trigger.
2. Select the side and desired unit settings from the drop-down
Unit Enters Area: The reference points defining the area should listings. These should be done from the top down since the
be selected prior to opening the Event Triggers dialog box. subsequent available selections often depend on what is
1. Type in a description for the trigger. selected above it. If the trigger is going to apply to all types
2. Select the side and desired unit settings from the drop-down then the subsequent selections should be left as “None”. The
listings. These should be done from the top down since the same is true if selecting a subtype or class.
subsequent available selections often depend on what is 3. Designate the amount of time the unit must remain in the
selected above it. If the trigger is going to apply to all types area. Note that if the unit exits the area, the timer will reset.
then the subsequent selections should be left as “None”. The 4. Verify the correct reference points are assigned to the trigger.
same is true if selecting a subtype or class. Reference points may be added later after creating the trigger,
3. Designate the earliest time the trigger can occur. If the removing reference points may be done at this time. At least
designated unit(s) enter the area prior to the designated three reference points must always remain .
earliest time, the trigger will not activate. 5. Select OK to create the trigger.
4. Designate the latest time the trigger can occur. If the designated
unit(s) enter the area after the designated latest time, the Side Points: Type in a description for the trigger. This trigger
trigger will not activate. may be used to set victory or defeat in a game.
1. Select the side the trigger applies to.
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2. Enter the amount of points and select whether the trigger 4. Next go to the trigger section at the top and select the trigger
occurs when the accumulated points for that side either you created from the drop-down and press the Add trigger
exceeds, reaches exactly, or falls under the specified points. button next to it, which will populate the trigger list above.
3. Verify the correct reference points are assigned to the trigger. 5. Next, go down to the Actions section at the bottom, select the
Reference points may be added later after creating the trigger, action you created from the drop-down list, and press the Add
removing reference points may be done at this time. At least Action button, which will populate the Action List with your
three reference points must always remain . chosen action.
4. Select OK to create the trigger. 6. If you’d like to make any edits to the actions or the triggers
you can press the Edit Action or Edit Triggers button in their
Time: Type in a description for the trigger. Set the date and time related sections which will launch their edit dialogs.
the trigger should occur. This trigger occurs when the game clock 7. If you’d like to remove a trigger or action select them in their
meets the designated time. Select OK to create the trigger. lists and press the Remove Selected buttons in the appropriate
section.
Random Time: Type in a description for the trigger. 8. Press the OK button on the left to save your work and complete the
1. Set the date/time range within which the trigger should occur. process. Your new event should now appear in the events dialog.
2. Press the “Set Random Time” button.
3. Select OK to finish creating the trigger.
5.6 SCENARIO BATCH-REBUILDER (SBR)
5.5.5 CONSTRUCTING AN EVENT This allows functions of the Scenario Batch Rebuilder to be
Once you have completed the Actions and Triggers necessary for accessed.
your event to work, you can begin creation of the event itself in Generate Template: This generates a basic configuration
the Edit Event dialog. template for the scenario. See 8.8, Scenario Config Template Files
1. Give the event a name by populating the Description field with for more details.
text. Generate Delta Template: This generates an advanced delta
2. Select the Event is repeatable check box if you’d like the event template for the scenario, essential for deep rebuild database
to repeat. updates.
3. Enter a 1-100 numeric value chance of the event occurring in Apply SBR Script: This applies an existing SBR script to the
the Probability field. scenario. See 8.9, Editing Scenario Config Files, for more details.
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5.7 UNIT ACTIONS § Side should be the side you are set to but you could change
This allows actions concerning individual units to be taken. it with this drop down. If you wish to add a side on the fly
click the Edit button which will launch the Add/Edit Side
5.7.1 ADD A UNIT Dialog.
This function allows § The Name field allows you to name the unit by deleting the
users to add a unit to a default text and typing it what you would like.
scenario. It can also be § There are filter options to assist you in finding units to add:
called from the ctrl + § Filter By Class Field: Typing in this field filters items
right click drop down based on what you type.
menu. § Filter By Country Drop Down: You can filter by country
To add a unit: by selecting a country from the drop down list.
§ Make sure you § Filter By Hypothetical: You can filter by whether or not
have the side you the unit is a historical or hypothetical one by selecting
want to add a one of the three options from the drop-down list.
unit to selected § Filter by Name (Alphabetically): You can filter
in the “Switch” to alphabetically by click on the name Platform column.
menu. This arranges units by name alphabetically from a to z
§ Select Add Unit or z to a.
from the Editor § Filter by Country (alphabetically): You can filter
drop down and alphabetically by country by clicking on the country
click a point on the map you’d like to place the unit. Please at the top of its column. This will filter by country
be sure that the place you selected to drop the unit you alphabetically from A to Z or Z to A.
would like matches terrain suitable for the type (ships in § Filter by From Date: Selecting From at the top of this
water, buildings on land). column allows you to order by in service date.
§ Choose Type using the Type drop down. Your options are § Filter by Until Date: Selecting Until from the top of its
aircraft, ships, submarine and facility. Notice when you do column allows you to order by out of service date.
so that your pick list on the bottom of the list switches to
match your chosen type. When you find the unit you would like to add select it by clicking
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on it and press the OK button. If it’s a ship or facility it will be select Add Satellite from the editor drop-down, which will
added to the map. If it’s an aircraft, you will have to select a launch the Add Satellite dialog.
loadout and click ok. § To add a satellite to a scenario work through the nation,
The filter figures are there merely for reference and do not type, and model drill down lists and select the checkbox of
contain any limiters. Thus, the player can easily add in ahistorical the satellite you would like to add.
units ranging from the plausible (Iowa battleships to a side § Press the Add Satellite button when complete and it will
called “US” in a mid-1990s extended Cold War scenario) to the appear on the GUI.
impossible (F-22s to a side called “Bhutan” or “The Legendary
Super Duper Force” in 1981). To Delete a Satellite:
This also enables units of the same type to be used as stand-ins Select the unit on the game map and press the D key to delete it.
for ones another country used but that are not in the database Edit Aircraft: This function allows you to add aircraft to any
list for the country in question. For example, a Mozambican facility or group that can accommodate them by calling the Edit
MiG-21bis (not in the database in the time of this writing) can be Aircraft dialog. The current inventory of aircraft hosted on a unit
represented by an Angolan one.
To Add a Satellite:
§ Make sure the side
you’d like to add them
to are selected, and
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are displayed on the left and the edit aircraft functions and pick Removing aircraft from a group or unit
list are on the right. 1. Select the units you would like to
remove from the current inventory
How to add an aircraft to unit or group: list on the right. When you do so
1. Select the unit, group, facility or air base you would like to add notice that Remove Selected button
aircraft too and select Edit AC in the editor drop down which will has appeared.
launch the Edit AC dialog. Please consider the amount of storage 2. Set the number of units you would
the unit has and runway lengths. The game does filter as best as it like to remove in the quantity field
can but there are hybrid units that don’t always fit the mold. and click apply.
2. As in the Add Unit dialog you can filter by: Class Name, 3. Click the Remove Selected buttons to
Country, Aircraft Name, Aircraft Country, From Date and remove the unit
Unit Date.
3. Select the aircraft that would like by selecting on it in the unit Edit Docked Boats: This function allows editors to add boats
listing. or submersibles/UUV’s to facilities or boats capable of hosting
4. Callsign: This is an editable text field that allows you to give them. When launched the Edit Docked Boats dialog displays the
nicknames to units. The callsigns can be purely descriptive current inventory of units already hosted on the vessel on the
(ie “40th Fighter Regiment #1, #2, etc…) or more whimsical
nicknames (ie, a group of F-15Js going by the callsign Tengu #1,
#2). To avoid confusion, no two “batches” of aircraft should have
the same callsign, especially if they stage from different bases.
5. How Many: Enter a numeric value for the number of aircraft
you would like to add.
6. Press the Add Selected button when complete.
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left and filters and a picklist to add boats on the right. This list
is already filtered to display ships that fall within the correct size
limitations to be hosted.
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launched, the scenario will appear in a special tab on the scenario Save selected units/groups to a file - Creating import files
load dialog (see 2.2.1, “Starting COMMAND”) for easy access. 1. Select a unit or drag select multiple units and groups you
Published scenarios can be updated or changed by pressing the would like to save so they are highlighted and then select save
“Update Existing Workshop Item” button. The changed scenario selected units/groups to a file from the editor>import/export
will then be transmitted to all subscribers. units drop-down. This will launch the Export units/groups to
a file dialog.
Package Scenario For Distribution: This bundles the scenario 2. Fill in the Name, Valid From, Valid Until and Notes text fields
and all selected attachments together in one zip file for easy if you’d like.
identification and loading by end users. 3. Press the Save
button which
will launch the
5.8 IMPORT/EXPORT UNITS Save As dialog.
The import/export unit function is one of the most powerful 4. Give the file
tools in the game. It allows editors to save/export selected units a meaningful
and groups to a file and then import them into other scenarios at text name and
a later date or shared with other edits. when press the
We have already prepopulated thousands of these files so that Save button.
many of the airbases, air defense system or historical battlegroups By default it will be given an .inst file extension and saved to
might actually be there – saving you time and effort. the import/export folder in your command directory.
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Load units/Groups from File - Importing key error message. If for some reason this is unavoidable
Selecting load just click okay and the duplicate will be skipped.
units/groups from § Next mark the files you wish to import by selecting the open
file editor>import/ checkboxes next to them. If you’d like to select anything in
export units drop- a folder select the open checkbox next to it which will all
down will launch select all folders and files under it.
the Load Group(s) § To import click the Load selected installation button which
from File dialog. will populate the units for the selected side on the UI.
The left side is a § To delete them you would have drag select and delete as you
hierarchal listing would a unit or group added any other way.
of all folders and
files in the import/ Lua Script Console: This opens a console where Lua scripts can
export directory. be entered and run, either for the sake of testing or for the sake of
The right side scenario building (ie, using “ScenEdit_Addunit” to put a specific
displays the information you entered when you created the file unit in a very specific place). Different parts are color coded to
and a list of all group members. enhance readability.
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6. DROP-DOWN MENUS
COMMAND’S menu and game controls are located at the top
border of the UI.
The menus are standard drop-down dialogs that are activated
by clicking them once, which displays the drop-down menu’s
choices, and then clicking the item you would like to activate.
There are a number of hot keys which call a number of these
functions as well that you can view by clicking the Help menu
item. You can find a list of all hotkeys at the end of this manual.
6.1 FILE
The “File” menu controls access to various game modes, similar
to the start menu.
§ Start Menu. This returns to the start menu.
§ Create New Blank Scenario. This opens up ScenEdit mode
and creates a new blank scenario without any sides or units.
§ Load. This opens an existing scenario. If the current
scenario is in normal play mode, the scenario will be
opened in normal mode. If the current scenario/map is in
ScenEdit mode, so will the opened scenario.
§ Load Recent. This opens a list of recently loaded scenarios
that can be re-accessed conveniently.
§ Save. This saves the current scenario.
§ Save As. This saves the current scenario under a potentially
Iceland, as seen through different
different name.
map layer options.
§ Benchmark. This runs a chosen scenario in the
“background” as fast as possible for a certain number of
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iterations. The time it takes to run the benchmark and pulse § Message Log in Separate Window. This moves the message
times of the simulation are shown. As the UI is not present log to a separate window from its default place overlaid on
and the player cannot influence the scenarios, a scenario the screen.
with a large number of inbuilt AI missions on both sides is § Map Lat/Long Grid. Displays a latitude and longitude layer
recommended for performance testing. that adjusts its increments to your zoom level.
§ Exit. This quits COMMAND. § Sentinel-2. A high-resolution map layer. Enabled by default.
§ BMNG Layer. When enabled, a satellite-terrain image of
the world is shown. If disabled, the map appears as a yellow
6.2 VIEW and black grid.
The “View” drop-down menu controls the viewing of the map § Relief + Bathymetry Layer. Enables a colorful layer that displays
and certain display options. elevations well. This is extremely useful for plotting terrain-
§ Toggle Full Screen/Windowed. This switches the map from masked attacks. It also shows a detailed view of underwater
full screen to windowed mode. It remains persistent across topography that can be used for various naval planning.
sessions of COMMAND, so exiting it in full-screen mode § Borders and Coastline. Enables and disables the yellow
will lead to the next map opening in full screen mode, and border and coastlines layer. The border and coastline layer
vice versa. is modified by year and reflects most border changes in the
§ Zoom in/out. These options zoom the map in or out. The world during and after the Cold War. Yugoslavia and the
default is towards the center, but it can be changed by “zoom USSR break into their successor states after 1991, while
to mouse cursor” in _____, Game Options. Germany reunifies.
§ Pan Map. These pan the map in any of the four compass § Stamen-Terrain: Adds a more detailed but graphics-
directions. intensive layer of the terrain map.
§ Select previous/next unit. This selects the next or previous § Stamen-Roads + Cities: Similar to Stamen-Terrain, only
unit in the scenario from the one currently highlighted. highlighting roads and cities in detail.
§ Range/Bearing Tool. This changes the cursor. Click on the § Land cover: Displays the different types of terrain in clear
map and then move the mouse cursor. A line will be drawn, detail. For more information see, 4.1, The Globe Display.
and next to the cursor the distance (in nautical miles) and § Custom Layers. This adds and removes overlays.
direction (in degrees) from the originally clicked point will § Placenames. This adds or removes the names of
be shown. countries and cities on the map.
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§ Day/Night Lighting. When enabled, the map will appear 6.3.3 ORDER OF BATTLE
lighter in areas of (local) day and darker in areas of night. This dialog is a master list of units in the scenario and consists of
When disabled, the map will stay the same no matter what three main tabs.
the time.
§ 3D View. If Tacview is installed and enabled (see 10.8,
Tacview), this creates a window containing a 3D depiction
of the current scenario in Tacview. Note that Tacview will
currently depict all units of all sides, similar to “God’s Eye
Mode” being activated in Command.
6.3 GAME
In the “Game” drop-down menu, pressing on the “Game Options” The first to be viewed upon opening the window is “Units by
tab opens the game options menu with the following tabs: Group”. This contains a list of all units on the player’s current
side, sorted into groups and color-coded according to proficiency.
6.3.1 START/STOP Groups (from aircraft flights to naval/land groups to multi-unit
Under the “game” menu, this option depends on whether the airbases) can be retracted or expanded to reveal or hide their
simulation is running or paused. If running, the option to pause component and hosted units. The window refreshes as units are
will be there, and vice versa. destroyed, change groups, or otherwise differ in status, making it
useful for big/multiple monitor setups as a “reminder”.
6.3.2 TIME COMPRESSION Clicking on any unit moves the camera to its location on the
These options increase, decrease, or reset time compression (the map. If the unit is hosted somewhere else, the camera moves
speed at which the scenario run). + increases time compressing there, ie clicking on an aircraft parked on the USS Nimitz will
(moving everything faster), - decreases it, and Enter returns it to shift the camera to the carrier.
its default (and slowest) speed at 1 second/real time. The second window/option is the “Units By Mission/Task”
tab. This has the same units sorted by the missions they are
currently assigned to. Unassigned units do not appear in this
window.
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on the unit), and human ones (representing crew skill.) quality dependent on the generation and type of system. For an
Thus, for targeting, even if a unit sees/detects the opposition, its illustration of this, see the differences between an S-60 battery
OODA “clock” must tick down to zero from its stated beginning and a ZSU-57-2 mobile AAA. While both systems have the same
before it actually engages. An old, crude unit where everything base weapon, their response times are significantly different due
is manually operated will have an OODA cycle far slower than a to the nature of the layout and systems of the weapon.
hyper-automated futuristic warship.
Besides the crew quality, the Combat System (shown in the 6.3.5 BROWSE SCENARIO PLATFORMS
database viewer as well) determines the practical reaction speed
of a naval unit. Combat systems range from Gen 1 (World War
II combat information centers, where contacts are manually
marked on a transparent sheet), to Gen 7 (science fiction super-
processors).
Agility: The agility of the aircraft determines its turning radius
and ability to dodge attacks. This dialog allows users to see all unit types used in the launched
§ <=1: Early jets or slow, support aircraft (E-3, A-50, C-5, scenario. You can filter by side and the list is organized by platform
C-130, etc..). type. Double clicking a unit name will launch the platform display
§ 1.5-2.5: 1950s fighters, high-end bomber aircraft (B-1, Tu- where you can see information on the unit.
160), medium attack aircraft (Su-24, F-111, A-6)
§ 3-3.5: Third gen fighters. (MiG-21, F-4) 6.3.6 SCENARIO DESCRIPTION
§ 4-4.9: Fourth-gen fighters (F-14, MiG-29, F-16, Mirage This dialog displays a text description of the currently loaded
2000) scenario. The description is the same as the one appears on the
§ 5+: Fifth gen fighters (F-22, Su-57, Eurofighter) menu, or when the scenario is started.
Note that units with the same “nameplate” can have different
agility values. One example is the F-14, whose agility increases
from 4 in the basic F-14A model to 4.5 in the upgraded, better-
engined F-14B and F-14D models. Note that all types of units
modelled in COMMAND have various levels of this targeting
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EXAMPLE: A call for reinforcements might give the player 6.3.11 RECORDER
more units, but the enemy more as well as they shift more reserves This selection launches the game’s replay viewer. COMMAND
in from their homeland to counter them. A lesser special action is has in-game recording capability as well as the ability to jump in
something like raising a communications buoy on a submarine or and play at any point of that recording.
receiving a weather report. See 5.5.2, Special Actions for how to
add them as a scenario designer/editor. How it works:
You can start and stop any recording by clicking the red recording
Satellite Pass Predictions button at the top of the UI. When you do the recording is saved
This selection prompts a click on the map. Once a point on the as a .rec file in the recording’s directory of your COMMAND
map is selected, it calculates the approximate time when the directory.
satellites in the scenario will reach the point (the “enters coverage These files are huge, given very long names and are not
at” column) and the length of time they will remain there (the currently convertible to any other format. If you use this function
“dwell time” column). The satellites on all sides in the scenario often best practice is to navigate to the folder to rename the file
are displayed, be they friendly or enemy. to something that makes sense while retaining the .rec extension.
You will want to clean this directory out as well as the files are
huge.
To view and manage
any recordings you can
launch the viewer by
selecting recorder in the Game drop-down menu.
The replay viewer functions are very similar to any other
video player’s control. You use the Load and Load most recent
functions to pull of the videos you have recorded. You use all the
video function buttons and slider to navigate to the point of the
video you’d like to view. If you’d like to play you simply close the
Learning when a satellite would pass overhead and taking viewer and proceed to play.
countermeasures was a well-practiced art throughout the Cold
War, and the tool enables it to be practiced in COMMAND.
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6.3.13 LOSSES AND EXPENDITURES This dialog includes an Evaluation, a Losses and Expenditures
This menu item launches the losses and expenditure dialog tab, a Scoring Log tab, and a Scoring Graph tab.
which displays the losses and weapon expenditures of all sides The player evaluation tab displays scoring information. There
of a scenario. is a “quit scenario” button at the bottom which allow players to
end the scenario they are currently running. On the gauge, red
6.3.14 SCORING represents levels of “defeat”, grey represents “average”, and blue
Selecting this menu represents levels of “victory”.
item displays the
players score. Note
that some scenarios
do not have scoring
enabled, whether
deliberately or by
omission.
The Losses and Expenditures tab displays the unit losses and
weapon expenditures of all sides of a scenario.
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The Scoring Log tab illustrates the changes in scoring, for § Message Log In Separate Window. This moves the message
better and worse. It is helpful for reviewing if a scoring event fired log into a different window from its default place overlaid
without the player noticing in the confusion of battle. on the screen.
§ Show altitude in feet. This changes the altitude of units to
be displayed in feet instead of meters.
§ Map zooms on mouse cursor. If enabled, the map will zoom
in on the mouse cursor. If disabled, it zooms in towards the
center.
§ Hi-fidelity mode (in real time only). If enabled,
COMMAND will use “hi-fidelity mode” allowing for
smoother movement on the lowest time compression
setting.
§ Display unit status image. If enabled, and if an appropriate
image is in the database folder, the unit status bar will
display a thumbnail image of the unit in question if it’s
The scoring graph shows scoring changes for the player’s side on the player’s side or a positively identified contact. If
over time. Hovering the cursor over a specific point displays the disabled, the image will not appear.
change and the reason for it. § Allow switching to high-performance power scheme. This
allows COMMAND to let the computer switch to high-
performance power systems even if it uses more electricity.
6.4 GAME OPTIONS WINDOW § Show “Game Speed” button on toolbar in main window.
6.4.1 GENERAL This provides a shortcut to the “game speed” options tab
§ Use Autosave: COMMAND is saved every XXunit timeXX (see below) in the form of a red button on the toolbar.
as “Autosave.Scen” in the “/scenarios” directory”. This § Log debug information to file. This logs debug information
should be used unless it places an undue strain on a lower- and is useful should a detailed bug report be needed.
end computer. Autosave automatically creates a different § DPI Scaling. This changes the DPI scaling from either the
file for each scenario to prevent accidentially overwriting computer’s internal defaults or a fixed “font” one at 125%
an existing autosave. scaling.
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§ Fine-grained navigation. This changes the settings of ships § Show Ghosted Group Members. If “All groups” is selected,
close to land. then the non-leader units of all friendly groups will be
§ Extra memory protection. This, if necessary, provides extra visible. If “Selected groups” is chosen, then they will appear
memory safeguards to the computer. only as the group icon centered on the group leader unless
§ Window Opening Behaviour. This allows you to choose click-selected, and then the other members will show as
how the game should pause when various windows are ghosts. If “Do Not Show” is chosen, the non-leader units
opened during gameplay. will never appear unless the game is switched to unit view.
§ Enable Right Mouse Click move order. This setting allows § Show Plotted Paths. This shows the plotted courses for all
you to order units to move by a simple right click on the units, selected units, or not at all, depending on the choice.
map instead of using the convention F3 key. § Show Diagnostics. This shows internal game features such
as pulse time and unit count on the top bar. It’s useful for
6.4.2 MAP DISPLAY bug reports to see (for example) exactly how much the sim
§ Sonobuoy Display. This makes sonobouys either displayed has slowed down under certain circumstances.
with the same intensity as a normal unit, “ghosted” into § Use Colored Datablocks. This makes unit datablocks color-
appearing more transparent and faded, or not appearing at coded according to their posture. Blue for friendly, red for
all. hostile, etc...
§ Reference Point visibility. This makes reference points § Use Personal Map Profile. What this does is allow map
appear either on their default size, appear smaller, or be display settings (as accessible from the “Map Settings” drop-
invisible. down menu) to remain persistent across different scenarios.
§ Map Cursor Databox Visibility. This makes the black Pressing the “save current map profile as ‘personal’” button
databox either appear next to the mouse cursor, at the will identify the current map settings as the player’s
bottom of the screen, or not be shown at all. “personal” ones, and checking the box will make those
§ Map symbols. This changes the symbols on the map to settings override the existing defaults, no matter what the
be either the default directional stylized symbols (large scenario. Unchecking the box will revert the map settings
artistic symbols that rotate with their bearings and scale to the defaults the scenario author has chosen. (WARNING:
to each other’s size when zoomed in), “stylized” symbols Scenario authors often set up the specific map settings to
(a different type of artistic symbol that does not rotate), or inform the player of vital information that may be missed if
“NDTS+NATO APP-6” (realistic tactical symbols) overridden. Use this at your own risk)
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threat units (ie, threat aircraft with terrain following suites § Global. This displays a
like F-111s or Su-24s will go at lower altitudes than ones map of the entire world.
that don’t have them, like earlier and/or simpler aircraft). Only recommended for
The “same as observer” box can be checked to assume that very large scenarios,
the target is at the same altitude as the selected unit. as the unit contacts
§ Horizon type. The “Radar/ESM” option, assuming an will otherwise appear
“electronic horizon” capable of reaching longer distances to be incredibly close
than visual sight, is the default. The shorter range “Visual/ together.
EO/Laser” option can be checked if need be, such as for a § Scenario. This displays
unit that uses those as its primary sighting system. a map with borders
§ Shade color. Clicking “change” opens up a palette of colors established by the
that can be selected as the one to display. Color can be outermost units in
changed to avoid conflicting with other map elements or the scenario. In other
for the sake of aesthetics/ease of sight. words, it displays a
§ CPU Threads. This allows the number of CPU threads used map of the theater of operations.
in calculating LOS to be changed for performance reasons. § Camera-following. Self-explanatory, this minimap zooms
in and out with the camera, showing what the display
It is important to note that line of sight is different depending on currently shows.
the type of system selected. Many radar waves have the abiltiy to
travel ‘over’ the horizon to a limited extent resulting in a greater On the minimap, units follow the same color code as on the
range beyond that of visual and IR sensors. main display- blue
for friendly, green
Minimaps for neutral, orange
This toggles minimaps. There are three main types of minimap, for unfriendly, red
all of which can be used at the same time. for hostile, yellow for
unknown. Minimaps
appear in their own
windows and can
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be adjusted to be as large or small as the player desires. The 6.7 UNIT ORDERS DROP-DOWN MENU
minimaps also preview the local terrain making it easier to This duplicates the right click/context menu.
identify the orientation and position of various units as it relates
to the world. Minimaps can be adjusted for size by clicking and
holding the bottom right corner of the map. 6.8 CONTACTS DROP DOWN MENU
This menu is normally greyed out but becomes accessible once a
Terrain Type Legend contact is selected.
This toggles a legend that illustrates the types of terrain shown on Drop Contact(s): This removes the selected contact(s) from
the map when the “Land Cover” option is selected (see 6.2, View, the map. Note that they may be instantly re-acquired if the right
and 3.1, The Globe Display). This is useful for seeing when a unit sensors are there. This is for removing contacts like an undersea
is in a concealing, shielding forest or exposed open land. contact with an uncertainty area so large as to be useless, and
which is probably just a whale anyway.
Mark (to posture): This allows the selected contact(s) to be
6.6 QUICK JUMP manually marked as either friendly, neutral, unfriendly, or hostile.
Quick Jumps can be used to rapidly shift Rename: This allows the contact to be renamed.
back to a unit or contact. To use quick Mark Position: This creates a reference point at the contact’s
jumps: current location with the name being the name of the contact and
§ Select a unit/contact and zoom the camera to the desired the time the contact was seen at the position in question.
level. Filter Out All Contacts: This removes the individual visual
§ Press CTRL+[NUM] (the number can be 1, 2, 3, 4, etc…) filters on all non-side contacts.
and the camera altitude and location will be saved Cancel Filter Out: This restores the individual visual filters on
§ To jump to that unit/location, either press the initial all non-side contacts.
number or use the “quick jump” top level menu and select
from the list. The saved numeral is to the right of the unit in
the menu for easy reference. 6.9 MISSIONS+ REFERENCE POINTS
§ Note that quick jumping doesn’t select the unit/contact, DROP-DOWN MENU
instead it merely moves to its location. Mission Editor: This opens up the Mission Editor window for
quick access to existing missions.
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Add New Mission: Similar to clicking the “create new mission” To make a
button in the mission editor itself, this opens the “new mission” custom environment
window. zone, select “Cust
Reference Points Manager: This allows you to manage Env Zones”, an
reference points. No-navigation, exclusion, and custom appropriate number
environment zones that enable the player to change the weather of reference points,
in a specific area can be created. select “Create New”,
and then “Add Points
Highlighted on Map”.
Click “Edit” to change the weather and/or terrain inside the zone.
When finished, press “Save”.
Add Reference Point: After selecting this, the player may click
anywhere on the map to place a reference point.
Define Reference Point Color: This allows the colors of
reference points to be changed from the default white. It opens a
standard color selection dialogue.
Delete Selected Reference Point(s): Pressing this removes all
The reference points manager gives you the ability to apply currently selected reference points. “Delete Waypoint” does the
metadata to individual reference points such as color and tags. same for way points on a unit route.
These targets can then be filtered to create the appropriate Rename Selected Reference Point: This allows an individual
selections for given missions. On the right side of the screen reference point to be renamed. An error message will appear if
is a menu that allows you to create areas for reference points. multiple points are selected when this is clicked.
Simply select the reference point you wish to add to an area on De-Select All Reference Points: This deselects all reference
the left panel, press the target > button and then give the zone an points on the map.
appropriate name and press the save button. The bottom of the Define Area: Like the CTRL+Right Click dialogue, this allows
screen you have the Transform to dialog that lets you convert one for a box of reference points to be drawn on the map.
type of zone to another. Make Selected Ref Points Relative (Fixed Bearing) to…
Selecting this and then selecting a unit/group will cause the
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reference points to become relative to, or move with the unit/ bottom. You can navigate between zones by selecting each from
group. One use of this is making an ASW patrol area for naval the above list.
aircraft that moves with the group of ships it’s intended to guard.
Make Selected Ref Points Relative (Rotating Bearing) to… To create a No-Navigation zone:
Similar to the above, only this will cause the reference points to 1. Make sure the side you would like to create a zone for is
rotate with the units. So if the points are initially placed to the selected.
north of the subject and it does a 180 degree bearing change, 2. Create and select reference points on the map that will be used
fixed-bearing points will stay where they are while rotating to mark the area that units will be excluded from
bearing points will move with the turn until they are to the south 3. Select Create new from selected reference points from the No
of the subject. Navigation Zones drop down which will launch the Edit No
Change Bearing Type: This makes relative reference points Navigation Zones dialog.
either fixed or rotating. 4. Notice that the selected reference points have populated the
Remove Relativity from Selected Points: This returns relative Zone area list. You can adjust their positions by clicking and
reference points to normal. They will no longer “follow” any dragging them on the map. You can remove them by selecting
individual unit and will stay in a fixed location on the map unless them in the Zone area list and clicking the Remove Selected
manually moved. button.
Lock/Unlock Selected Reference Points: This ScenEdit feature 5. You can assign unit types to the zone by checking off any or all
allows reference points to be locked so that they cannot be moved of the Applies to check boxes.
in normal play. 6. You can name or rename the zone by filling in the description
No Navigation Zones: text field.
This function allows 7. You can save the zone by clicking the Save button which will
editors to define or edit populate the zone list at the top.
areas where specific unit 8. To remove a zone, select it from the list at the top and click the
types cannot enter. remove button at the bottom of the dialog.
The Edit No Navigation
Dialog has a list of zones 6.9.1 EXCLUSION ZONES
at the top and specific Selecting this function allows the player to create an air, ship,
parameters for each at the submarine or land unit exclusion zones. Exclusion zones in
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COMMAND are designated areas that, if entered by an object 7. You can designate and undesignated reference points using
not belonging to the player, such as a ship or planer, will change the Zone area fields, To add click and highlight one or more
the player-sided posture to something the player has previously reference points on the map.
specified. The exclusion zone gets its name in part from the 8. To remove reference points select them in the zone area field
titular zone declared around the Falklands in 1982. and click remove selected.
A good example of where this might be useful is if you wanted 9. To save your exclusion zone click the save button.
to create a “No Fly Zone” similar to what was over Iraq in the 10. To remove a zone, select the zone from the list at the top of the
1990s. You could designate an area and then make all air contacts dialog and press the remove button.
flying into the zone be designated as unfriendly (to be intercepted 11. To close, click the red X on the top right-hand side of the
but not fired up on) or hostile (to be immediately attacked) by dialog.
creating an intercept mission designed to launch upon detection
of a unfriendly or hostile target. 6.10 HELP DROPDOWN MENU
To create an exclusion zone: Coordinate Converter: Allows coordinates to be converted from
1. Drop some reference points to mark an area. It is suggested one format to another.
you use the control right click function to define an area Hotkeys: Displays a list of all hotkeys.
(drop 4 reference points). Please make sure they are activated Tutorial+How To Videos: Displays an internet link to a series of
by clicking them. tutorial videos on various topics.
2. Click on Exclusion Zones from the Unit Orders drop down About COMMAND: Lists the credits and all modules currently
and select Create new from selected reference points or Edit licensed by the player.
Existing which will launch the Edit Exclusion Zones dialog.
3. Notice that your reference points now have a border drawn.
You can click and drag reference points to change the zones
shape.
4. You can designate the zone to apply to Aircraft, Ships,
Submarines, land units or all by checking all off.
5. You can name the Zone by filling out the description.
6. You can specify a posture using the drop-down in the Mark
Violators field.
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7. MISSIONS, OPERATIONS The mission editor is
PLANNING AND REFERENCE separated into three
major tabs: units, mission settings and targets. Each page allows
POINTS you customize the behavior of your missions as well as the relevant
Missions and reference points are the vital building blocks of target assignment, formation settings and flight characteristics.
COMMAND. Learning how to use them is essential for both When adding units to a mission, the type of loadout for each unit
playing and creating scenarios. is displayed next to the unit to make it easier to identify which
units you wish to use on a given mission.
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A box will appear allowing you to set the basics properties of must match the class of mission for them to be completed
your new mission. properly.
The category of the mission refers to what type of mission you After selecting the different types,
are planning to execute. Each category has a unique purpose: a mission can be set of active meaning
Mission: This refers to your standard mission that various units it will launch as soon as practical or
can be assigned to. They are generally ‘one-off ’ style operations inactive meaning that it will need to
that can be continuous but not easily repeated. be activated later in order to start the
Task Pool : This is where you can define a group of units for mission. Task pools and packages do
the purposes of completing packages. Once a unit is added to the not have activation times and will
task pool, it can be assigned package missions. have to be manually activated at a
Package: This type of mission refers to a single package in a later time. Note that cargo missions that feature airdrops can be
larger mission and unlike regular missions, it requires units to be assigned into these groups so that you have more control over the
assigned to the task pool before it can be started. various dropping units.
Once you have selected the category of mission, you can select When setting activation and deactivation time it is important
an appropriate name and class. to note that the times are listed in Zulu time and not local. Below
the activation time window are options when the mission ends to:
Unassign Units – Remove all the units from this mission when
it is over and put them back in the available aircraft pool after the
mission is deactivated.
Order RTB – Order all units on this mission to return to base
after the mission has deactivated
Delete Mission – Remove the mission from the mission list
after it is deactivated.
Once the mission is created, the next steps are typically to set
up appropriate times, doctrine and bases if required. Typically,
Mission classes are described later on in the documentation. time on target and takeoff times should be set after all the
Once the class is selected, then the type of mission is selected. appropriate aircraft are assigned and other mission settings are
Note that for strike type missions, the targets that are selected developed. If multiple types of units are given the same time on
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vary according to the individual mission in question, and are A common feature of all mission settings is setting the
detailed in their sections. minimum number of units to launch the mission as well as the
Once the appropriate units are assigned, the mission settings option to add the flights to the air tasking order. The final tab of
tab has several options related to the mission. This page changes the mission editor page is the targets page. This page will only
depending on the type of mission selected and each page will be show if the mission requires targets.
described under their respective mission type.
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Clicking “configure” will open the advanced tanker planner. Maximum Number Of Receivers In Queue Per Tanker: This
allows the player to set limits on the number of aircraft “waiting
in line” for each tanker to prevent pileups.
Receivers Start Looking For Tankers When Down To _____ :
This allows the player to change the fuel threshold when aircraft
start heading for tankers.
Airborne Receivers Can Book Tankers Within….: This
allows the player to only allow the aircraft to look for tankers
within a certain radius. This can be useful to avoid aircraft going
to faraway tankers supporting a completely different mission.
Many types of missions give the ability to select a custom
Use nearest tanker with enough fuel to serve: This self- speed, altitude and depth for the types of units being used in a
explanatory measure will mean that the aircraft will go to the mission. This can be controlled under the mission settings page
closest tanker that can supply them.
Use tankers assigned to specific missions: This will open
up a list of the missions with tanker aircraft currently assigned
to them, with one being selectable. This can be used to prevent
large aircraft (ie, heavy bombers) from quickly exhausting small
tankers.
Minimum Number Of Tankers: This will prevent the mission
from launching if the required number of tankers can’t be met. It
can be further set to “minimum number of tankers airborne” or
“minimum number of tankers on station.”
Launch Mission Without Tankers in Place: This is an
extremely high-risk option to launch combat aircraft without
tankers currently airborne. The aircraft will refuel, but only for Note that adjusting throttle may impact the maximum range of
tankers ahead of them and not behind them. This is playing with the mission and any flight plans that were created along with the
fire, so if they crash, don’t say we didn’t warn you. mission. The Attack dist.: option allows you to define the desired
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distance to attack a unit. Keep in mind that this value needs to agree 3. Assign the desired units to the mission
with the WRA of the unit, as well as the weapon’s own limitations. 4. Set the Mission Doctrine/RoE/EMCON settings by pressing
the button and adjust the desired altitude/speed under the
“mission altitude” window (a routine commercial flight is
7.2 MISSIONS going to be flying higher and slower than a lower altitude
AI-controlled missions are tasks that platforms or groups of escape).
platforms can be assigned. The various mission types can have sub- 5. Set the Ferry Mission specific settings “Ferry Behavior”:
types and their own Doctrine and EMCON. Missions are either a. One-Way: The mission will execute one time and will
Area Oriented or Task Oriented. Area Oriented missions such as automatically scrub once complete.
Patrol Missions are defined by Reference Points, Task oriented b. Cycle: The mission will cycle between the start and
missions such as Strike are defined by target units, Reference destination points after the normal turnaround time for
Points (area) that unit at each end.
Selecting an area based mission in the mission editor will show c. Random: The mission will randomly trigger a cycle.
an outline of the mission area on the map.
Ferry Mission Settings:
7.2.1 FERRY MISSION Ferry Behavior: This allows the mission designer to choose
A Ferry Mission transfers an air unit from one location to another. between round-trip cycles or ordinary one-way trips. If “One
The destination for a Ferry Mission is always a Unit, Facility, way” is selected, the unit will stay at the destination base after
or Base that can house the unit to be ferried. This can include it arrives there. If “Cycle” is selected, the unit will arrive at the
friendly and neutral air facilities. Ferry missions are highly useful destination base, ready, leave the destination base once its ready
for simulating civilian air traffic or “escape” missions like the time has elapsed, move back to its original base, then ready, then
Iraqi Air Force’s flight to Iran in 1991. move back to the destination base.
“Random” randomizes what type of ferry behavior the unit
To create a ferry mission: will use.
1. Select the destination unit or facility
2. Add a new mission and when the dialog launches add a 7.2.2 SUPPORT MISSION
mission name and select the ferry mission type. Click the ok Support missions allow players to assign specific units to follow
button which will launch the mission editor. waypoint-driven paths. They are most useful for AEW (airborne
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early warning), Refueling (air to air refueling) and reconnaissance Loiter/Creep, Cruise, Full, Flank/AB.
missions. § Loop Throttle: Throttle setting for the aircraft while
executing the support loop. Settings are Loiter/Creep,
To create a support mission: Cruise, Full, Flank/AB.
1. Create and Select the desired Reference Points on the map. § Mission Reference Points. Reference points may be added
2. Create a new mission, select the support mission category and or deleted to/from the mission. To add make sure the
type in a name for the mission. Click the OK button the launch reference points are selected on the map.
the mission editor. 7. Verify on the map the Support Mission path shown with a
3. A line will appear on the map showing the support mission highlighted line.
course (loop) path. The loop path may be adjusted by moving 8. For tankers alone, checking the “tankers return to base after
or editing the reference points. one refueling cycle, when queue is empty” means that tankers
4. Assign the desired unit(s) to the mission. will refuel one “queue-full” of aircraft and then return to base
5. Set the Mission Doctrine/RoE/EMCON settings by pressing themselves. This can be used to keep them out of danger or
the button and set the desired throttle/altitude settings. avoid using too much fuel.
6. Set the Support Mission specific settings:
§ 1/3 RULE: If checked, will keep 1/3 of the available
aircraft airborne if possible.
§ ONE-TIME ONLY: The mission will execute one time
only and will be deleted and assigned units freed after
completion.
§ Navigation Type:
a. Continuous Loop: The A/C will loop around the
mission’s assigned reference points until Bingo Fuel.
b. Single Loop: The A/C will make one circuit around
the mission’s assigned reference points and return to
its base.
§ Transit Throttle: Throttle setting for the aircraft while
transiting to the first mission reference point. Settings are
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§ SEAD PATROL: Units assigned to this mission will actively 8. Set “Investigate Contacts Outside Patrol Area” If checked,
search and engage targets emitting radar. the units assigned to the mission will leave the patrol area to
§ SEA CONTROL PATROL: Unit assigned to this mission investigate/identify nearby contacts. If unchecked they will
with actively search and investigate/identify naval surface restrict their activities only to their defined area. If checked
and undersea contacts. with the mission containing a prosecution area, the units will
only investigate contacts inside said prosecution area.
To create a patrol mission: 9. Set “Active Emissions Only Inside Patrol Area” If checked, the
1. Create/select at least three reference points on the map to units will transit to the patrol area with radars off to avoid
define the patrol area. giving away the location of their parent unit.
2. Create a mission, select the patrol mission class and types from
dropdowns, type in a name and click the OK button which will Patrol Mission Settings:
open the mission editor. Try To Keep (___) Units Per Class On Station: This sets how
3. A shaded box is shown on the map depicting the patrol area. many units the mission will try to keep in the patrol area. Setting
A folded box or bow-tie shape is the result of the Reference this to 0 means it will be ignored.
Points not being placed sequentially around the perimeter of 1/3 Rule: If checked, only a third of the aircraft currently
the desired area. It is best to use the right-control-click Define assigned to the mission will launch and stay in the patrol area
Area function as it will drop four reference points in the at any one time. This is so that continuous coverage can happen,
correct order. with some aircraft flying and others down for readying. In the
4. If desired, create a prosecution area. Create/select a second event of a conflict with the “Keep ___ Units On Station” setting,
set of reference points, press the “prosecution area” tab, and the larger number prevails.
add/remove them as one would for a normal patrol area. In Flight/Group Size: Determines how many units are in each
order for the prosecution area to work, “Investigate Contacts flight/group. Flights/groups will move as one “unit” on one path.
Outside Patrol Area” must be checked. Tankers/AAR: Sets tanker/AAR settings, from “don’t allow” to
5. Assign appropriate units to the mission. “allow, including tankers refueling each other”.
6. Set the Mission Doctrine/RoE/EMCON settings by pressing Number of Aircraft/Units That Investigate Unknown Contacts:
the button and set the desired throttle/altitude settings. This allows the player to choose how many aircraft/boats/
7. Set 1/3 RULE: If checked, will keep 1/3 of the available aircraft groups will abandon their original patrol pattern to pursue and
airborne if possible. investigate an unknown contact. It can range from none at all to
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every single deployed unit/flight. Limiting the number of units 7.2.4 STRIKE MISSION
that do this prevents “pileups” where say, twenty F-15s enforcing This mission type also includes Air Intercepts. Strike missions
a large no-fly zone all rush to investigate an unknown obvious are attack missions with specific or categorized targets and
civilian aircraft. defined attackers. Aircraft at airbases and naval units at ports/
Number of Aircraft/Units That Engage Hostile Contacts: motherships will sortie on a strike mission and then return to
This is like the above, but applied only to engaging targets base when the target is destroyed, unlike in patrol missions.
confirmed/marked as outright hostile. The default is all flights Thus, if a continuous presence is desired, patrol missions may
because of a perceived need to “better be safe than sorry”, but it be more valuable than strike missions. On the other side of the
can be adjusted as needed. coin, if because of distance, risk, or quick-turnaround times,
Wingmen/Group Members Can Investigate/Engage Separate a continuous presence is impossible, a strike mission may be
Contacts within: This sets the distance at which components preferable to its patrol counterpart.
of a group will split off and interact with separate contacts. The
default is a short 5 nautical miles, but it can be raised or lowered Strike Mission Types:
as needed. § AIR INTERCEPT: Units assigned to this mission will
Movement Style: This sets the basic nature of the patrol. attempt to intercept and engage the selected Air Contacts.
“Random Within Area” has randomly generated paths § LAND STRIKE: Units assigned to this mission will transit to
throughout the assigned “box” of reference points and was the within the selected weapon’s range and engage the selected
default patrol system used in previous versions of COMMAND. land targets.
“Repeated Loop” treats the mission reference points as parts of § NAVAL ASuW STRIKE. Units assigned to this mission will
a “track”, much like support missions, and the map display of a transit to within the selected weapon’s range and engage the
patrol mission set to “repeated loop” resembles that of a support selected surface contacts.
mission. § ASW STRIKE: Units assigned to this mission will transit to
Unlike a support mission, a “repeated loop” patrol maintains within the selected weapon’s range and engage the selected
the more aggressive “investigate and engage if need be” (as submerged contacts.
doctrine and patrol settings permit, of course) logic of proper
patrol missions. Thus an exact, repeatable pattern can be To create a strike mission against a categorized target:
generated using that method. Using a prosecution area for a 1. Add a new mission and choose the strike mission class.
“repeated loop” patrol is recommended.
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2. Choose a mission type (air intercept, land strike, naval AsuW Intercept mission in the mission
strike, ASW Strike) which defines the category of targets your editor window and on the map.
As the flight size has been
unit will hunt for. set to four aircraft, the four
3. Click OK, which will launch the mission editor. assigned to the mission have
4. Assign appropriate units to the mission and set the desired been bundled into one flight.
unit parameters, including escorts if possible. 1. Select or group select a set of targets on the map.
5. Set the Mission Doctrine/RoE/EMCON settings. 2. Add a new mission and choose the strike mission class and
6. Define trigger options category you would like to use. Click the OK button when
Keep in mind that this mission launches against targets on a complete which launches the mission editor.
first-detect basis. It is most useful for ASW or intercept strikes. 3. Assign the appropriate unit to the mission. You can look in
the platform display to select the best platform and aircraft
To create a strike mission against a specific target or set of loadout to use.
targets: 4. Select an appropriate mission trigger.
5. Set the Mission Doctrine/RoE/EMCON settings.
6. Click Add Units to populate the Target List. If you’d like to
remove any units, select the entry in the list and click the
Remove Selected button.
Additionally, the mission settings page allows for further
customization of the mission and the methods of engagement.
The options include:
Flight Size – This dictates how large of flights will be for the
strikers or for the escorts. If the Enforce flight size box is checked,
then a group of units smaller than the size will not launch on the
mission.
Minimum # of ready strike a/c required to trigger mission
– This option sets the minimum number of units to be ready for
deployment before the mission will start.
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assign the required flights first, then set the appropriate takeoff
or time on target.
The flightplan editor allows very careful manipulation of flight
plans including speeds, positions, altitudes and times. When using
the flightplan editor, it is suggested to press create or update flight
plans in the main Mission Setttings page first to pre-generate the
default flight plans. The features of this page are below:
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Maximum threat response radius – This defines how ‘far targets is a matter of clicking the target on the list and then hitting
away’ escorts can go to engage a threat to the mission. remove selected. If you need to select multiple, you can hold shift
The escort page also features a separate page for ships and to select them by list or control to select them individually. At the
submarines, shooters and SEAD and non-shooters such as EW base of the targets page are additional options:
aircraft allowing you to have granular control of the package sizes Opportunity Scrambling – This sets whether or not the
involved. At the base of the page, you will find the air tasking strikers and escorts will take shots at other targets along the
order option as well as the use of pre-generated flight plans, these way to the mission area. If this is set to off, the escorts still work
do not affect the escorts since they will automatically join up with normally.
the strikers on a mission. Engage until shotgun – This allows you to quickly set the
The targets page allows you to control what targets are selected engagement parameter between shotgun (a single engagement)
for a given strike mission. and winchester (continue engaging until the appropriate weapon
is depleted).
Targets destroyed – This allows you to define whether to
continue the mission after the targets have been destroyed (useful
if the mission has targets added to it in situ) or to return to base
immediately after the destruction.
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3. Add suitable units to the mission. The only effective units for a way to place them in their sweep path. Only units equipped to
this mission are certain surface ships, submarines, and aircraft sweep mines can do so; note that they still risk damage during
that are specially equipped to dispense mines. The mine layer the sweep operation. Units equipped with mine countermeasures
must also have mines available. equipment will have a “MCM” button on their information panel.
4. Set the Mission Doctrine/ RoE/ EMCON by pressing the MCM-capable helicopter units have a variety of specific load-
button. Set the throttle and altitude settings if need be, but outs for detection and sweeping, some specific to a type of mine.
be sure to stay within the release parameters of the mines in Not all mines are sweepable.
question.
5. Set 1/3 RULE: If checked, will keep 1/3 of the available aircraft Creating a Mine Clearing Mission:
airborne if possible. Has no effect if aircraft are not assigned 1. Create and select the reference points designating the area to
to the mission. be cleared of mines.
6. Set the “Arming Delay.” This sets the amount of time before 2. Create a new mission, select the Mine Clearing Mission
the mines will arm after being deployed. The default setting is category and type in a mission name. Click OK and the mission
2 hours. This time allows the unit(s) laying the mines to safely editor will launch.
exit the area. 3. Add suitable units to the mission. The only effective units
7. Verify the proper reference points are activated and add for this mission are certain surface ships, submarines, and
by pressing the Add Points Currently Highlighted on Map aircraft that are specially equipped to detect and/or sweep
button, which populates the Edit Mining Area reference point mines. Some units only have a mine-detection (not sweeping)
list. You can remove any points by selecting them in this list capability, and will patrol the area attempting to detect mines.
and pressing the Remove Selected button. Units with minesweeping equipment will patrol their mission
8. Ensure that the mines are satisfactorily dropped-they can fall area hunting for mines. ROVs embarked on a ship assigned to
in strange patterns. the mission will automatically be added to it as well.
4. Set the Mission Doctrine/ RoE/ EMCON by pressing the
7.2.6 MINE-CLEARING MISSION button.
All mine-clearing missions are area missions defined by reference 5. Set 1/3 RULE: If checked, will keep 1/3 of the available units
points. This mission type is also used to locate mines. Units on station if possible.
assigned to this mission will patrol their mission area hunting for 6. Verify the proper reference points are activated and add by
mines. If mine(s) are located, the unit(s) will maneuver in such pressing the Add Points Currently Highlighted on Map button,
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the scenario loaded as cargo within the source unit (i.e. a ship,
fixed facility, airbase, etc.) They will automatically exit cargo and
appear on the map as soon as the mission activates and they are
within range of the mission destination.
Move All Cargo From All Available Sources: This is a new
option for any cargo mission to move all the cargo from the
available source(s). You can click this checkbox instead of having
to manually go through and assign every possible cargo item. It
also allows cargo to ‘flow’ through a system of cargo missions
without the sim needing to know what cargo is / is not going to be the left and click ‘Edit Container’ to put other cargo inside the
transferred to a cargo source by some other cargo mission. selected container.
Vehicles Stored in Cargo May Self-Transfer: This is a Cargo containers can contain ammunition, fuel, or user-defined
new option found on the ‘Transfer To’ tab for cargo transfer contents. User-defined contents can be assigned a name, size, and
missions. Setting this option ‘on’ allows ground units (not mass via the Edit Container form. Containers are loaded and moved
mobile facilities or other cargo) that are assigned to the cargo in the same manner as other cargo types but can’t be unloaded
mission to transport themselves from the starting cargo source directly to the map as independent entities – they are always in cargo.
to the destination unit’s cargo. They will exit cargo onto the If cargo containers are moved as part of a cargo delivery
map, travel to the destination unit, and then enter the cargo mission they will be delivered into nearby (within 2nm) existing
of the destination unit. In order for this to work the ground supply-type facilities if possible, or a new ‘forward arming and
unit needs to be in the mission source’s cargo, assigned to the refueling point’ facility will be created to hold the containers if
mission, AND in the list of cargo to be transported (or you have none are available.
the ‘move all’ option set to on.) Fuel in cargo containers that is delivered via a cargo delivery
mission will be added as available fuel of the destination facility.
7.2.8 CARGO / EDIT CARGO This fuel can then be used by other units to refuel.
New cargo type ‘container’ is now available (NOTE! DB3K 493 Ammunition in cargo containers that is delivered via a cargo
or later is required.) Cargo containers are added/removed from delivery mission will go into the magazine of the destination
cargo the same as other types of cargo. Once a container has been facility. These can be used to rearm other units that use the same
added to cargo you can select it from the current cargo list on ammunition type (NOTE! Check the DB ID number to confirm
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your cargo ammunition matches the type used by the unit you
want to re-supply.)
User-Defined Cargo: This is a catch-all type of cargo for items
the user wishes to move and track as cargo but which have no
effect within the Command simulation. User-defined cargo can
be used to track the movement and delivery of items like food,
medical supplies, spare parts, etc.
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§ Add reference point: Selecting this will let you select a point 7.3.1 CHANGING REFERENCE POINT PROPERTIES
on the map to drop a reference point. You can change several properties of reference points in the game
§ Define area: Select this will let you left click drag out an in the Mission and Ref. Points drop-down.
area defined by four reference points. This is very useful in Making Reference Points Relative: These properties give you
creating square areas for missions. Defined areas may be the ability to anchor reference points to moving surface unit
square or circular. of your or a friendly side. These are set by selecting reference
§ You can also place a reference point from the menu by points, choosing the property in the drop-down list and then
selecting add reference point from the Mission + Ref Points selecting the unit or group in the display they will be relative
drop down menu. to. This allows you to create mission(s) with defined areas that
move relative to a certain unit or its course, such as assigning any
Selecting and Deselecting Reference Points aircraft to a mission that protects a moving surface unit (AAW,
To select and deselect reference points just click on them on the ASW) or units.
UI. With no special properties they appear as gold diamonds Make selected Reference Points Relative (Fixed) bearing to… :
when selected and dim x’s when not. You can click and drag to Reference points set to this maintain their position relative to the
select more than one reference point. selected unit or group. This is useful when you know the bearing
Deleting Reference Points: To delete a reference point, select of a known threat and want to keep a patrol between it and the
the reference point and select Delete Selected Ref Points from the selected unit regardless of the unit’s course. It is also useful for
Missions and Ref. Points drop-down menu. missions where staying on station is important. Reference points
Moving Reference Points: If unlocked, you can move reference that are set to this always have an [f] in their name.
points by clicking and dragging them on the map. Make selected Reference Point(s) relative (Rotating) bearing
Naming Reference Points: By default, reference points are to… : Reference points set to this maintain their position relative
given arbitrary names based on unit count when added. To to the selected unit or group’s course. This is useful when you
rename the reference point make sure it is the only reference would like to patrol ahead of a group or unit regardless of its
point selected and press the “R” button on your keyboard. The course. Reference points that are set to this always have an [r] in
Rename Reference dialog should appear allowing you to change their names.
it. If it does not, you likely have another reference point selected. Locking and Unlocking Reference Points: You can lock and
unlock reference points in the game by selecting the reference
points and choosing the Lock and Unlock Ref. Point(s) selections in
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the Mission + Ref Points drop down menu. Locked reference points Inactive means that the mission
appear as padlocks are unchangeable by players in game mode. is completely ignored by the
Delete Selected: Deletes any selected reference point. simulation until it becomes Active.
De-Select All Reference Points: Deselects any currently IMPORTANT: It is strongly
highlighted reference points. Can also be made by selecting recommended to leave all missions
CTRL-END active, especially when working
with the operation planner. Set
mission as inactive only for draft
7.4 OPERATIONS PLANNING missions or manually controlled
To fully comprehend this function, it is essential to have a good missions.
knowledge of the mission editor in general, and cargo missions
in particular. Previously, in Command, a given unit could only Mission phases
be assigned to a single mission. If you wanted to assign the unit A mission phase is a new concept introduced with the operation
to another mission, you would have to manually unassign it from planner and is not related to the existing mission status.
the current mission and then assign it to a new one.
On Hold:
7.4.1 NOMENCLATURE TO UNDERSTAND
Triggers
A trigger in the operation planner is a condition that gets checked
each simulated second. If the conditions are met the trigger will
execute a specific action. There are two possible actions: start a
mission or tag a mission as satisfied.
The mission has not yet started, the units assigned to the mission
Mission status won’t execute the mission.
A mission’s status in Command can be either Active or Inactive.
Active means the mission is evaluated by the Command Satisfied:
simulation, but it doesn’t necessarily mean that the mission The mission is considered to have achieved enough of its objective
serves a purpose or has units assigned to execute it. for assigned units to consider other missions, but a satisfied
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mission does not necessarily end. This tag is used for mission area from a given time and then start a strike mission against a
triggers and for multi-mission priority. group of tanks. Without the operation planner, the player would
need to track the time and then manually switch each aircraft
Running: to a new mission, at the right moment. Thanks to the operation
A running mission will have its assigned mission to execute the planner such behavior can be automated, and in more complex
mission. environment, our units could even behave like a reactive AI,
aware of the simulation at the strategical level.
H-Hour: IMPORTANT! A unit without “Dynamic” Checked will be
In Command, H-Hour designates the date and time at which the ignored by the operation planner dynamic assignment, if you
mission designated as the initial mission for H-Hour is to start. want a unit to work with operation planner’s feature you MUST
H-Hour in Command isn’t strictly an H-hour according military designated it as a dynamic unit.
terminology as it can be customized without restriction.
L-Hour:
In Command, L-Hour designates the date and time at which the
mission designated as the initial mission for L-Hour is to start.
L-Hour in Command isn’t strictly an L-hour according military
terminology as it can be customized without restriction.
7.4.2 UNDERSTANDING THE CONCEPT OF Notice that since we have toggled “Showing
DYNAMIC UNITS Multi-Mission” we are now allowed to assign
The operations planner provides the capability for a single unit multiple mission to a unit, they are still shown
to be assigned to multiple missions. Of course, the unit can only in the “Available units” list despite having an
execute one mission at a time, but you can now prioritize which assigned mission.
mission it should execute. Mission priority is set via the operation This panel on the right side of the mission
planner. editor shows all missions assigned to this unit.
Let’s assume we have a scenario where a group of aircrafts is The mission in green in the one currently
assigned to a patrol mission. These aircrafts should patrol an executed by the unit. Missions don’t have an
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order of execution, but a priority, which is set in the operation mission. But not all types of units are eligible for this kind of
planner, as we will see later. behavior. As part of that, It is important to understand the core
The “Dynamic” checkbox allows the unit to be assigned to difference between:
multiple missions, units are all unchecked by default to reflect § Ground units as facility which is a legacy implementation
default command behavior. where ground unit are assimilated as moving “facility”
Below the mission list we can § Mobile facilities, a new implementation, which works like
see the current status and phase others active units such as aircraft, ships etc…
of the mission. We will see later in
the operation planner chapter as “Phase” is a new way of managing The first hold a group of units abstractly represented as “mounts”,
the mission dynamically and is closely related to multi-mission. while the last is a fully simulated individual unit. The core
It is on this screen that you decide to add the unit to all of difference that interests us here is that ground units as facility
the missions you want it assigned to. At this point you don’t are transported as cargo which doesn’t have an existence in the
have worry about priority or to select a current mission as the simulation until it has landed (and spawned).
operation planner will manage this for you. This means that we can’t assign or queue them a mission until
In above’s example we see that Rafale B is assigned to both they have landed, and you will not be able to achieve a fully
the “Air Superiority Patrol” and “Light Tanks Destruction” autonomous behavior for your units, in this case.
missions, and the active mission for this unit is the one in green: Since the 8th November 2021 update we allow cargo operation
“Air Superiority Patrol.” Depending on the configuration of the for active units, meaning that all these limitation are now
operation planer, this unit may automatically switch to the “Light removed. However, you must have the right methodology to
Tanks Destruction” mission at some point in the future. achieve this.
Don’t worry if the multi-mission mechanism is not entirely Unless you have to achieve backward compatibility or if a
clear to you yet, as the mission editor is only half the story. The database entry is missing, you MUST use ground units NOT
next chapter on operation planner will explain the other half. mobiles facilities to use the operation planner at its fullest.
On the new cargo edition form, note the “type”, at the moment,
7.4.3 MOBILE FACILITY VS GROUND UNIT AND the database has more content for mobile facility, fortunately, our
SPLIT/MERGE GROUND UNITS database is expanding to have the active ground units catch up in
One of the most significant capabilities brought by the operation content with the rest.
planner, is the possibility to have units dynamically change
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This brings you this menu, with the details of the detachment.
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7.5 OPERATION PLANNER The spreadsheet in the center lists all the side’s missions. Most
The operation planner adds a new level of interaction between columns are informational. Generally, you will be dealing with 2
missions and allows units to be dynamically reassigned from one columns: Priority and Phase.
mission to another.
Since the operation planner is sometimes tied to a landing Mission priority
plan, we have here the concepts of H-Hour and L-Hour to indicate The priority of a mission does NOT designate his supposed
overall operational time. These can be of course be ignored, or position in a mission execution queue. It indicates to its assigned
used in a different purpose. units how important this mission is at this moment. The mission
priority is used by units assigned to multiple missions to decide
which mission to execute at any given time.
A unit having a mission in “On Hold” phase will not have this
On the top left, can be defined the H-Hour and the L-Hour. mission evaluated for the active mission evaluation.
The H-Hour box on the left is where we can define the date
and time to start the H-Hour mission. The H-Hour mission is the Mission phases
initial mission in the operation. L-Hour box works identically to
H-Hour but they are independent.
Once an H-Hour or L-Hour is hit the respective initial mission
can no longer be changed.
The checkbox in the middle ties the H-Hour to the L-Hour,
meaning that the time separation will be constant between
H-Hour and L-Hour when you modify the time for either.
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§ We start a mission (we set the mission’s phase as “Running”). The dropdown on the right of each smaller block is called a
§ We finish a mission (we set the mission’s phase as conditional operator. As you can see there are 3 types of triggers
“Satisfied”). that can start a missions:
§ A time based trigger
It is important to understand that Command doesn’t have a § A mission dependency trigger
concept of mission completion, when tagging a mission as § A Lua script trigger
satisfied, command only indicates that the mission have enough
fulfilled its objective to allow its assigned units to evaluate other Time-based trigger
mission assignment options. Of course all relevant missions This will be triggered when the scenario date reaches the defined
have already implicit mission completion mechanisms, a cargo H-Hour plus or minus a given
mission will stop operation once the task is done, a strike mission duration.
won’t launch again to strike a nonexistent targets, etc… Exemple #1 : This trigger will be
These 2 actions are tied to a set of conditions. true if we reach H+ 2 hours
Exemple #2 : This trigger will be
Starting a mission with triggers true if we reach H- 23 hours
Select any of the mission
and look on the right side Mission dependency trigger
of the operation planner This will be triggered if all
window. Notice the main missions in “missions to check”
block called “Triggers to are in “Satisfied” phase.
Start Mission”, and how it In this example, it will be
is separated into 3 smaller triggered when “Air Superiority
blocks. Patrol” mission is in “Satisfied”
These smaller blocks Phase.
are individual conditions.
Checking them means Lua script trigger
this specific condition This will be triggered if
will be evaluated. the Lua script contained
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returns TRUE as a value. See the “Lua scripting” chapter for more selected either the OR or
informations. AND operator.
For the triggers to return
“Finishing” a mission TRUE and therefore start
with triggers the mission (set its phase to
It was mentioned earlier “Running”) each checked
that Command does not trigger is evaluated.
have an explicit concept We see in this example
of finished mission. that the first trigger has
The triggers to tag a mission as “satisfied” work just like the “OR” operator, the second
one to start it. “AND,” the third “OR.”
The first trigger is a time based one, it tracks the elapsed time What it means in this
since the mission’s phase has been set to “Running” and will be Another example: All triggers are situation is that the second
checked (and will be evaluated),
true once the defined time elapsed. trigger (the one with
and each of them have the “AND”
The second one is a Lua script trigger and work identically to operator. This means that the missions “AND”) must be true.
the one in the mission start trigger – it returns the Boolean value will start when all conditions are true. In addition the “AND”
of the contained lua script. trigger needing to be true,
either of the first or third “OR” triggers must also be true.
LOGICAL OPERATORS If all conditions are met and the current mission’s phases is
Triggers, in Command, are “On Hold” then the mission will change it phase to “Running”.
tied with logical operators.
Take a look at the picture on 7.5.2 OPERATION PLANNER AND LUA SCRIPTING
the right, representing a set of Command has already a powerful Lua scripting framework.
triggers to start a mission: The operation planner allows the integration of your script as a
We have set all 3 triggers trigger.
to be checked. On the right of Clicking on “Edit Script” in either the “Triggers to Start
each triggers you can notice Mission” or the “Triggers to Tag Mission as Satisfied” group will
a dropdown when you can bring you to an interface where you can add your script in.
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Just like the rest of the operation duration could take up to hours of computation. The
triggers, the Lua Script operation planner provides an instantaneous estimation at the
trigger will be executed each price of reliability.
second for its associated The operation planner estimation takes into account all the
mission. The Lua script time based triggers and mission dependencies, it simulates a run
must return a Boolean. and then display the estimated execution tie for each mission.
This estimation work only thanks to the user’s input on
WORKING WITH triggers.
ESTIMATION
Command is such a complex The special case of Lua script
simulation that giving an You may have noticed that not all triggers are time-based, some
accurate estimation of an depends on lua script and cannot be reliably predicted. In this
case, you will have to manually input a value into the trigger in
this trigger, shown on the right.
It is not necessary to check (enable) the trigger, having an
unchecked “Time Elpased” trigger with a value basically tells
the operation planner : “Only use this trigger when estimating
execution time”. In this exemple,
we assume the mission will be
satisfied after 1 hour.
If everything is properly configured, clicking on the “Simulate”
button will calculate the execution time, relative to H-Hour for
each mission.
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The show flights option at the top of the screen enables you to
filter and show the flights that you are more interested in during a
given scenario. The show airborne and show planned flightplans
option gives you the ability to see the flightplan and make changes
to of it of the currently selected flight. Not that after selecting any
flight, it is possible to click the edit flightplan button at the base
of the screen to make direct edits to the flightplan of that group.
The create, copy and delete flights allow you to modify any
flight that you have highlighted in the ATO. Creating a blank
flight allows you to pre-plan all aspects of a flight without having
a set mission in place. You can even design a flightplan and then
select Change a/c type and loadout for the purposes of pre-
selecting the appropriate aircraft from an existing aircraft that
7.6 AIR TASKING ORDER you possess in the scenario already.
The purpose of the air tasking order (ATO) is to enable the It is also possible to change the type of flightplan to a flightplan
control of multiple air forces in one operational environment. At template. This template can be used to create a standard model
the most basic level, it provides an overview of all the air sorties as with all the appropriate settings built in that can later be applied
well as the appropriate status, missions used and various timings to other units and missions at a later time. The best use of the
as appropriate. ATO is to monitor what a large quantity of aircraft are doing at
any given time, and to be able to quickly find everything you
need to know about the various missions throughout a scenario.
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of time acceleration achieved. You can press the abort key at any
time if you need to stop the process.
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Sometimes the actual L-Hour can be different from the one The databases contain a myriad of platforms. Platforms that
planned initially, or in the past. span 1980 – those that exist in both databases – are automatically
H_LHourAreRelative (Read/Write) [String] synchronized to ensure they are identical.
Whether or not the H-Hour and the L-Hour have a static time The two databases come in different versions. New versions
delta. With this option on TRUE, the H-hour and L-hour will contain additional platforms and components, or fixes to the
always have the same time difference and will adjust automatically existing ones. Scenarios store information about what database
when changing either the H-Hour or the L-Hour version they were built with, and when a scenario loads it
automatically loads the correct database. This prevents errors
caused by scenario/database mismatches, and ensures that the
7.10 UNIT LUA WRAPPER scenario will play exactly the way the scenario author intended.
AllowMultiMission (Read/Write) [Bool]
Is the mission allowed to have multiple missions assigned to it
and will it be considered by the operation planner logic? 8.2 SCENARIO MAINTENANCE
AssignedMissionsQueue (Read/Write) [NLua.LuaTable] When a scenario is created and saved it is linked to the database
The list of missions assigned to this unit. This is the missions the it was created with. Some information from the database is saved
operation planner evaluate every tick.
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with the scenario, which in effect locks a scenario to a certain 8.4 REBUILD MULTIPLE SCENARIOS
database version. Therefore, the simulator must always load the To rebuild multiple scenarios in one operation press the Deep-
correct database for the scenarios. Rebuild All Scenarios In List button. Follow the instructions in
When a platform or component in the database is updated and the lower half of the window, including selecting the location
you want a scenario to reflect those changes, you must migrate of the Scenario List file. This file contains a list of the scenarios
(aka rebuild) the scenario to the latest database. Typically when a to rebuild along with their associated scenario config files (INI
scenario is under construction and you want to use a platform that files, described later). The Scenario List file has to be generated
was recently added to the database. Or when the latest database manually and typically looks like this:
contains fixes made to existing platforms or components that you
would like to take effect in the scenario. <?xml version=”1.0” encoding=”utf-8”?>
Rebuilding a scenario with the latest database has to be done <ScenarioList>
in the scenario editor. In addition to rebuilding single scenarios <Scenario>
it is also possible to rebuild multiple scenarios in one operation. <ScenarioFilePath> <!-- C:\Command\Scenarios\Battle of
Single scenarios can be either shallow rebuilt or deep rebuilt. Chumonchin Chan.scen --> </ScenarioFilePath>
Multi-rebuild of scenarios uses the deep rebuild method. <ConfigFilePath> <!-- C:\Command\Scenarios\Battle of
To open the Scenario Migration window, first load the desired Chumonchin Chan.ini --> </ConfigFilePath>
scenario in the Scenario Editor. Then go to ‘Editor’ => ‘Upgrade </Scenario>
scenario to latest DB version’: <Scenario>
<ScenarioFilePath> <!-- C:\Command\Scenarios\Battle of
Latakia.scen --> </ScenarioFilePath>
8.3 REBUILD SINGLE SCENARIO <ConfigFilePath> <!-- C:\Command\Scenarios\Battle of
To rebuild the currently loaded scenario press the Rebuild Latakia.ini --> </ConfigFilePath>
Current Scenario button. The lower half of the window will </Scenario>
display log messages from the rebuild process. When the Apply </ScenarioList>
INI File option has been selected you will be asked to select the
scenario config file (INI file, described later) that shall be used To add a new scenario to the file, simply copy-paste the lines
during the rebuild. (tags) for an existing scenario, update the scenario file paths and
names, and save the file.
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8.5 SHALLOW REBUILD VS. DEEP REBUILD All detected errors are marked ERROR in the log. To look for
A shallow scenario rebuild will retain the current inventory of error messages in the log simply open the log file in Notepad,
mounts/sensors/stores etc for existing platforms in the scenario. press F3 or Ctrl + F, and search for the term ERROR.
But the performance characteristics of their equipment will be
updated as per the latest database version. New units added to the
scenario will be inserted as defined in the latest database version. 8.7 SCENARIO CONFIG FILES (INI FILE)
A deep rebuild will re-initialize all platforms in the scenario If any changes/customizations have been made to a platform in a
to their pristine state, fresh from the database. It re-sets the scenario and you would like to carry these over to the new version
properties of each platform and all of their components, of the scenario after a deep rebuild, the changes will need to be
including the platform’s weapons, sensors etc. It also completely re-applied. Re-applying the changes can either be done manually
resets damage status, fuel status etc. in the scenario editor by loading and unloading weapons etc, or
Most scenarios can be rebuilt using shallow rebuild however automatically through the use of the scenario config file (or INI
if there is a complex change to the database you must use the file). Using a config file saves you having to manually edit the
deep rebuild function. If you’re not sure whether to use shallow platforms each time.
or deep rebuild in a scenario, select deep rebuild. The scenario config files can either be crafted manually, or
exported from an existing scenario. An exported config file will
then contain all custom modifications made to the platforms in a
8.6 LOG FILES scenario before the rebuild, and these can then be applied to the
The scenario migration (rebuilder) tool will generate two log files re-initialized platforms in the rebuilt scenario.
located in the \Command\Logs directory. The first file is named The most commonly used functionality is adding and removal
SBR log file.txt and records any errors or warning encountered of weapons and altering weapon quantities for mounts, mount
during the rebuild. The second file is named SBR plaform list. magazines and magazines. It is also possible to add and remove
txt and creates a list of all the platforms present in the rebuilt mounts, magazines, sensors and comm gear (including weapon
scenario(s). The platform list also includes aircraft on the ground datalinks).
and docked vessels, and displays the loadouts used by all aircraft. The scenario config files can edit platforms in the following ways:
Each platform’s scenario name and database name (the two are § Change mount’s weapon quantity (for existing weapons)
usually different!), database ID# and scenario GUID is listed as § Change mount magazine’s weapon qty (for existing
well. weapons)
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§ Change magazine’s weapon qty (for existing weapons). and delta templates. Template files contain a simple list of all
§ Delete weapon on mount units present in a scenario, while Delta Template files contain all
§ Delete weapon in mount magazine manually altered mounts, magazines, sensors or comms.
§ Delete weapon in magazine
§ Add new weapon record to mount (Warning: make sure to Template: exports the platforms present in the scenario to file.
add associated weapon directors/illuminators or datalinks) The generated file lists the platforms and their unique GUIDs,
§ Add new weapon record to mount magazine, i.e. a mount’s and is a starting point for manually crafting a scenario config
local magazine. (Warning: make sure to add associated file. To create the template file, go to Editor -> SBR -> Generate
weapon records on the mount itself) Template. Template files are saved in XML format and will
§ Add new weapon record to magazine (aircraft ordnance in typically look like this:
ammo dumps and carrier magazines especially)
§ Add mount <?xml version=”1.0” encoding=”utf-8”?>
§ Add magazine <ScenarioUnits>
§ Add sensor <Unit_a25be2bd-d06f-4162-959b-b3d7ccc1e5ff>
§ Add comm gear (typically weapon datalinks or command <!--LCS 1 Freedom (LCS 1 Freedom [1839])-->
guidance systems) </Unit_a25be2bd-d06f-4162-959b-b3d7ccc1e5ff>
§ Delete mount </ScenarioUnits>
§ Delete magazine
§ Delete sensor Delta Template: exports the delta (difference) between platform
§ Delete comm gear configurations in the scenario and those in the database. The
Delta Template functionality is most commonly used to export
aviation magazine changes or additions. But the generated file will
8.8 SCENARIO CONFIG FILE also list platforms that have new and deleted weapons, weapon
TEMPLATES AND DELTA TEMPLATES quantity changes, added/removed mounts and magazines, added
and removed sensors, and added and removed communication
Scenario config files (INI files) can either be written manually gear and weapon datalinks. The Delta Template functionality will
in a text editor or created automatically by the simulator. Two not export damage or changes in fuel levels.
types of config files can be created by the simulator, templates,
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Example: An aviation magazine has been given a new 0/10000 <!--AN/ALQ-99G [ICAP-2 Block 82] ECM Pod-->
Mk84 LDGP weapon record which has been loaded with 200 <WeaponEdit_444_48 />
weapons. The Delta Template will attempt to locate the 200/10000 <!--AIM-54A Phoenix-->
Mk84 LDGP record in the database. Since no exact match is </Mag_2_854>
found for this weapon record, the Delta Template will look for </Unit_0c4328f6-8900-49c9-a1ee-bbf8e0a2ca92>
a best match using various conditions. It will end up adding a </ScenarioUnits>
WeaponRecADD and WeaponRecEDIT entry to the scenario
config file to first add the 0/10000 weapon record and then load Note that the template file has comments to ease manual edit
200 weapons in order to produce the desired result. of the file later on. The comments contain information such as
The Delta Template will also check mount and sensor arcs to look mount and weapons names, and #IDs from the database. Any
for differences between the scenario and database. Say a CWIS errors encountered during the Delta Tempate file creation will be
mount has been deleted and another added with a different arc. logged to the \Logs\SBR INI template log file.txt file.
This will result in one insert and one delete statement in the Delta
Template file.
To create the delta template file, go to Editor -> SBR -> Generate 8.9 EDITING SCENARIO CONFIG FILES
Delta Template. A delta template file would typically look like To edit a scenario config file, open it in Notepad. Config files
this: are stored in XML format and contain an entry for relevant
platforms in the scenario. Scenario config files created using the
<?xml version=”1.0” encoding=”utf-8”?> Delta Template functionality will only contain the platforms that
<ScenarioUnits> differ from the database, and if no differences are found the file
<Unit_0c4328f6-8900-49c9-a1ee-bbf8e0a2ca92> will be empty. Scenario config files created using the Template
<!--USS Ranger (CV 61 Ranger [Forrestal Class] [1628])--> functionality will contain all platforms.
<Mag_2_854> A template file for a scenario with a single ship in the LCS 1
<WeaponRemove_1841 /> Freedom class will typically look like this:
<!--AGM-78D Standard [ARM]-->
<WeaponRemove_150 />
<!--AIM-7F Sparrow III-->
<WeaponEdit_1084_8 />
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<?xml version=”1.0” encoding=”utf-8”?> To apply the changes to the scenario, make sure that the scenario
<ScenarioUnits> is loaded in the Scenario Editor. Then go to Editor -> SBR ->
<Unit_a25be2bd-d06f-4162-959b-b3d7ccc1e5ff> Apply SBR and select the desired Scenario Config File. Return
<!--LCS 1 Freedom (LCS 1 Freedom [1839])--> to the scenario, select the platform, open the Magazines window,
</Unit_a25be2bd-d06f-4162-959b-b3d7ccc1e5ff> and verify that the magazine has been added.
</ScenarioUnits>
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Add sensor: Sensor with database ID# 2003 is used as an example. If component #3 with ID# 222 is not found on the current
Note that Coverage has to be added for both search coverage and platform a popup message will inform you of this fact, and an
illumination/target tracking. The two coverages have been given error message will be saved in the log file.
different arcs for illustration purposes: Edit, add and remove weapon record on mount, in mount
<SensorAdd_2003> magazines or in magazines: The below example edits Sea Sparrow
<!--AN/AWG-9--> mount with component ID #3 and database ID# 552. Pre-defined
<Cov> weapon records in the database are added to the mount and
<Seg>360</Seg> its on-board mount magazine (WeaponRecAdd). The weapon
</Cov> quantity is then altered (WeaponEdit), and some of the weapons
<Cov_Ill> are then removed (WeaponRemove):
<Seg>PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg> <Mount_3_552><!--Mk29 Sea Sparrow-->
</Cov_Ill> <WeaponRecAdd_5188 /><!--RIM-8J Talos-->
</SensorAdd_4> <WeaponRecAdd_1557 /><!--RUM-139A VLA [Mk46 Mod
5]-->
Add comm link: Missile datalink with database ID# 3 used as an <WeaponRecAdd_2626 /><!--Roland 3-->
example: <WeaponRecAdd_944 /><!--RUR-5A Mod 3 ASROC RTD
<CommAdd_3 /><!--SA-10 Missile Datalink--> [10kT Nuclear DC]-->
Delete mount, magazine, sensor or comm link: Platforms <WeaponEdit_1687_2 /><!--RIM-7M Sea Sparrow-->
carry a variety of equipment (components), and in many cases <WeaponEdit_885_22 /><!--RIM-8J Talos-->
there are several mounts, sensors, etc, of the same type but with <WeaponEdit_1643_77 /><!--RUR-5A Mod 3 ASROC RTD
different coverage (arcs). In order to precisely specify what [10kT Nuclear DC]-->
component to delete, you have to specify not only the database <WeaponRemove_233 /><!--Mk182 SRBOC Chaff
ID# of the component but also the component’s number in [Seduction]-->
the ship component list. In the example below we’re deleting <MountMag>
component #3 with database ID# 222 from a platform: <WeaponRecAdd_5188 /><!--RIM-8J Talos-->
<MountRemove_3_222 /> <WeaponRecAdd_154 /><!--RUM-139C VLA [Mk54]-->
<MagRemove_3_222 /> <WeaponRecAdd_4015 /><!--S-8KO 80mm Rocket-->
<SensorRemove_3_222 /> <WeaponRecAdd_2765 /><!--SAM-3 Kin-SAM [Type 93]-->
<CommRemove_3_222 />
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<WeaponEdit_885_3 /><!--RIM-8J Talos--> If no mount or magazine on the current platform matches the
<WeaponEdit_1193_88 /><!--SAM-3 Kin-SAM [Type 93]--> component number and database ID# combination a popup
<WeaponRemove_233 /><!--Mk182 SRBOC Chaff message will inform you of this fact. An error message will also
[Seduction]--> be saved in the log file.
</MountMag>
</Mount_3_552>
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their emissions in a limited sector of the sky. Complicating this “doppler notching”, an air combat technique where an aircraft
equation is how mechanically steered radar beams require a non- flies perpendicular to the emitter.
zero amount of time to orient themselves to a certain direction. AN/APG-70 (F-15C): Mechanical scanning, frequency agile,
Because of this, long range radars require several seconds to NCTR-JEM. In addition to move advanced electronics, an F-15C
complete a circular sweep and many early aircraft radars had with this radar will have the ability to identify enemy aircraft
very limited fields of view for search purposes. In COMMAND, flying head-on, as its NCTR radar “counts” the fan blades of their
this effect is modelled in several ways, and understanding the engines.
limitations often creates new tactical opportunities. AN/APG-77 (F-22): Active electronically scanned array,
Once a mechanically-steered radar wishes to hold its beam on NCTR-NBILST. This incredibly advanced radar is electronically
a certain target, it can no longer ‘turn’ to face another target. If scanned, making gimmicks like doppler notching pointless. Its
the radar is an illumination type radar, it has to have a continuous NBILST (Narrow Beam Interlocking Search and Track) NCTR
line of sight on that target at the cost of not being able to engage function means it can positively identify aerial targets from
other targets. In addition, all radars have vertical and horizontal any angle. Phased array radars also do not have the issues with
limits based on the generation and type of radar. These limits scanning up and down that less sophisticated models do.
provide unique options for avoiding the beam of the radar by Electronically scanned arrays have other benefits besides
simply staying out its effective field of view. This also means that having enhanced detection capabilities. They are better able to
approaching a SAM battery, for example, from multiple directions filter out jamming thanks to their frequency agility and more
simultaneously prevents the SAM from reliably engaging in all importantly, they are more resistant to ground clutter once a
directions. Note that depending on the generation of the radar, target has been initially located. Ground clutter can still affect
the ability to detect targets that are ‘below’ the radar and are close their search modes as in conventional radar, however in tracking
to ground clutter may be limited. modes, the electronic array radars are very precise, efficient
Compare several American fighter radars. and difficult to force a broken lock. One of the downsides of an
AN/APQ-120 (F-4): Basic mechanical scan radar. The earliest electronically scanned array radar is that the strongest detection
and least capable. With no “track while scan” function, it can capability comes from the center of the radar projecting
either guide missiles to its painted target or search for contacts, perpendicular to the face of the array. This means that forces
but not both at the same time. wishing to be undetected can avoid being in the center lobe of the
AN/APG-63 (F-15A): Mechanical scanning, frequency agile. radar, and have enjoy a significantly reduced chance of detection
Frequency agile radars are less susceptible to jamming and when compared to conventional pulse based radar.
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ESM. Electronic Support Measures are passive systems that electro-optical systems working by themselves can only gain
can detect electronic emissions (radar, OECM jammers). They precise target information at very short ranges.
range from simple, crude radar warning receivers that can give a Sonar. Active sonar is like underwater “radar” (an apt
vague and imprecise (yet still very important) notification that an comparison, as both reflect waves of energy off the target).
emitter is somewhere nearby to advanced detectors, that, based It creates a more precise contact at the expense of being easily
on the electronic sources, can conclude that the emitting platform detected. Passive sonar has many of the same weaknesses as
is a MiG-29 Fulcrum A with a N-019EB radar. In COMMAND, electro-optical systems (imprecise, especially at long range) but
aircraft will now start defensive maneuvering the moment that also their strengths (passive, does not give away the sensor when
they detect illumination by a fire control radar, even before a being used). Vertical flank arrays are now used to create more
missile is detected on route to the aircraft. precise target tracks against underwater targets.
ESM platforms, even more precise ones, have an inherent lack Towed arrays are used on many ships and submarines. They
of precision compared with active sensors that constantly “paint” can be held a distance away, making them less vulnerable to their
the target. However, having multiple ESM-equipped units present own engine noises, and they can sit below the thermal layer,
can counter that to a large extent by triangulating the signals. reaching past it the way a hull sonar on a surface ship cannot.
Optical. Almost every human has two optical sensors in the
front of their head. In addition to the “Mk 1 Eyeballs”, COMMAND PCLS
boasts many types of electro-optical sensors, including cameras One newer type of electronic detection is the passive coherent
and infrared systems. These range from early, cumbersome TV location system (PCLS). This system uses the reflection of
cameras to incredibly sophisticated imaging infrared systems. electronic waves against the body of an object but instead of
The biggest advantage optical systems offer over radars is utilizing a transmitter/receiver combination as in conventional
their passivity. Because optical systems are considered “passive” radar, it uses existing electromagnetic noise created by everything
sensors and do not emit, they are not vulnerable to being picked from cell phone towers to VOR beacons. The PCLS monitors the
up by ESM the way radars are. Imaging optical systems also can propagation and properties of these existing signals with multiple
confirm the identity of a target in a way that most radars cannot. receivers spread apart to determine the presence of an object
However, optical systems also have significant disadvantages. without having an active signal of their own. In order for this
One is a “looking through a straw” effect where the camera has process to work, there has to be an appropriate set of transmitters
a very limited field of view. Another is a lack of precision, with as well as a constellation of typically ground based receivers.
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In COMMAND, PCL systems are modelled by placing several Ballistic missiles represent one class of unguided weapons,
sources of electromagnetic emission such as radio and tv towers and have unique properties in the way that they are deployed,
and the setting up a PCL platform in a position where it can travel and operate. Most ballistic missiles operate by having a
receive both the ‘echoes’ of the target as well as the source of the large rocket power a payload into a tall parabolic arc. When the
radiating signal. It typically takes three or more accurate sources rocket burns out, the weapon continues to glide to its apogee
and reflection to develop a strong enough track and while PCL before gravity and drag catch up and the weapon begins to glide
can determine the vicinity of the target, a targeting quality track back towards the ground. In some ballistic missiles, particularly
will require alternate detection systems to acquire that target. ICBMs, the payload of the weapon detaches from the main body
PCL is therefore an excellent and passive early warning system, of the weapon and as such presents a much smaller and more
but upon detection, traditional sensors are required for a quality difficult target to destroy. In addition to the payload containing a
track. warhead, ballistic missiles may now be equipped with decoys or
hypersonic glide vehicles (HGVs) to increase the probability of
Other (MAD) striking the target and not being intercepted.
Magnetic Anomaly Detectors are used by anti-submarine aircraft. COMMAND models all phases of a ballistic missile trajectory in
They search by measuring magnetism and looking for large detail and the challenge in detecting and successfully intercepting
anomalous deposits of metal (ie, submarines) under the water. these weapons. Although many countries throughout the world
Thus, the ideal MAD subject is a large submarine (lots of that have developed dedicated systems to defeat these weapons, the
metal!) in deep water (less background metal to get in the way) incredibly high speeds and the enhanced maneuverability of
While passive, MADs are not precision sensors. They do not recent systems has resulted in several countries seeking systems
have a range component and only have a vague bearing element- other than guided missiles, including sci-fi like lasers and high-
this is why maritime patrol aircraft still carry all the sonobuoys velocity weapons. COMMAND models all phases of ABM
that they do. carefully and dedicated systems for the purposes of shooting
down ballistic missiles fire when the proper opportunity is
9.1.2 WEAPONS detected.
Unguided Weapons
Unguided weapons include guns, bombs, and rockets. Their Guided Weapons
accuracy is determinant on many factors, including the skill of the Guided weapons include guided missiles and so-called “smart
operator, the type of fire control system, and the range to the target. bombs”. The guidance systems present in COMMAND include:
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§ Inertial guidance. The weapon is programmed to fire on a Some types of weapon can use “buddy lasing” (where an
specific set of coordinates and its internal systems direct it aircraft or even a ground unit can designate the target while
(to the best of their ability) to those coordinates. Weapons the other drops from farther away)
with inertial guidance range from early ballistic missiles § Active Radar Homing: This involves an emitting radar
that will be lucky to land in the boundaries of their target system on the weapon itself. ARH was pioneered on anti-
city to advanced, ultra-precise weapons. ship missiles like the SS-N-2 that were big and only had to
§ Optical guidance. The weapon homes in on an image of the engage slow targets. Later it became miniaturized enough
target. Optical systems range from early, crude ones like the to be used for AAW weapons like the AMRAAM.
GBU-8 HOBOS to advanced imaging infrared systems (that
can even act as makeshift sensors in their own right). It’s important to note that ARH does not necessarily mean the
§ Infrared Guidance. The weapon homes in on the heat weapon can just be fired “blindly”. Most AMRAAM-style ARH
signature of the target. In modern seekers with imaging air-to-air weapons (except for newer ones with an appropriate
systems this overlaps with “optical guidance”, but it applies datalink and a friendly illuminator nearby, like an E-2D
also to early heat-seeking missiles. Anti-air IR missiles Advanced Hawkeye and AIM-120D advanced AMRAAM) need
come in three varieties: the launching platform to detect and illuminate the target with its
§ Stern chase (need to be right behind to get a good lock, ie own radar before launching.
AIM-9b/AA-2), Guided missiles have an additional challenge to employment,
§ Rear Aspect (still need to be behind yet are more flexible and that is in how they propelled towards the target. While
than stern-chase weapons, IE, AIM-9H/AA-8) the popular view of missiles in movies depicts a slow-moving
§ All Aspect (can fire on the target from any angle, ie AIM- projectile powered continuously throughout flight, only cruise
9L+/AA-11). missiles have that type of capability. The majority of missiles
§ Semi-Active Radar Guidance: In short, this guidance use a boost-coast model for propulsion meaning that they burn
system involves the missile homing on a target “painted” by their motors for a certain amount of time to build up speed, and
a radar. Breaking the lock (such as forcing the launcher to then glide towards the target using the energy they accumulated
turn away) will cause it to lose control. during their initial acceleration. Not only does this mean that a
§ Semi-Active Laser Guidance: This is the classic laser typical guided weapon operates at its peak speed for only a few
guided bomb, where the launcher paints the target with a moments before atmospheric drag and gravity takes over, slowing
laser designator and the weapon homes in on the designator. the weapon down. This tendency for a missile to exhaust itself in
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thicker air along with losing energy as it maneuvers is one of the 88E AARGM, a specialized radar-destroying missile that can use
defenses a modern pilot has against these formidable weapons. passive radar guidance to home into a radar but in the event that
It is also worth noting that some guided weapons, particularly the radar is turned off, it can use a combination of GPS and active
those optimized for very long-range engagements, employ not radar to guide towards the target.
only a boost-glide model, but utilize a very high lofted trajectory
whereby the guided weapon is shot to very high altitudes where Torpedoes
atmospheric drag is less and then glides downwards onto the Torpedoes swim through the water. There are two main guidance
target constantly accelerating due to the force of gravity. Many of systems in the initial torpedo phase:
these types of guided weapons are ‘smart’ in that they will select § Inertially guided torpedoes are the earliest types of
the optimum trajectory depending on the interception time and torpedoes in COMMAND. An example is the classic Mk14
range to the target. World War II torpedo. They have no way of changing course
There are some guided weapons modelled in command such as once fired.
the RIM-174 (SM-6) that use a continuous burning motor. These § Wire guided torpedoes are connected to their parent
types of weapons are usually employed against ballistic missiles submarines and can be steered as if they were units in
or very high-altitude targets and will also include maneuvering their own right via the Plot Course function while the wire
jets to improve interception accuracy in exoatmospheric is active (one use of this is to prevent the torpedoes from
engagements. piling up on one target).
COMMAND also models loiter-type weapons such as the
ALARM anti-radiation missile. This weapon is designed in such However, turning extremely fast (as in, “the sub’s life is in danger”
a way that if it loses contact with an emitting target, it deploys a fast) or just moving quickly (over ten knots) while firing the
parachute and begins gliding downwards. When the target radar torpedoes will likely cause the wires to break. A torpedo with a
system is reacquired, the parachute is jettisoned and the rocket broken guidance wire goes autonomous, activating its terminal
motor fires again providing the required thrust to complete the seeker and going out of the launcher’s control.
weapon’s journey towards the target. § Torpedo terminal guidance includes traditional sonar
Some guided weapons have multiple types of guidance built guidance and wake-homing. The former is considerably
into them. This provides an additional layer of redundancy easier to decoy.
should one of the seekers or fail or the target is impossible to
detect using it. An example of one of these weapons is the AIM-
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Warhead Types and guided by another aircraft with the launcher never needing
Warheads can come in various types, from conventional explosives to turn on its position-exposing radar.
to area ones like airbursts, napalm and clusters (little penetration The target may not see anything and only hope the aiming
but a “smothering” effect and lots of flames/secondary damage) of the guns is poor or the missile prone to inaccuracy (This is
to specially designed penetrators (those that can “punch above historically accurate, as the overwhelming majority of losers
their weight” by breaking through deeply). As in real life, damage in air combat never saw anything until it was too late). Should
in COMMAND can manifest in strange ways. they notice, the target shifts to “engaged defensive” and attempts
countermeasures. These countermeasures include:
§ Dodging, trying to “beam” (fly perpendicular to) the
9.2 BATTLE weapon or radar. This results in a dice roll that gives it a
In the combat itself, there are several “steps” gone through before penalty to hit. The penalty is highly dependent on the
the combat is resolved. The first step is identification. Targets target’s skill and aircraft agility. Even a master pilot can’t do
(for attackers) and threats (for defenders) have to be resolved in much in a lumbering cargo plane or heavy bomber, but in a
a process that takes time depending on the unit’s proficiency and nimble fighter, a novice can lose a dogfight to a plane of an
OODA clock (see 6.3.4, Database Viewer). The next step is actually earlier period.
engaging, where the unit moves in range and fires its weapons.
This may sound simple, but in execution, it’s anything but. Dodging does not apply just to missiles. The enemy aircraft itself
or the radar can trigger evasion, the latter to attempt “doppler-
9.2.1 AIR COMBAT notching”, a way of exploiting limitations of (particularly earlier)
An air unit’s ability to engage is dependent on more than just radars. Aircraft maneuvering in dogfights is affected by physics,
pure range. It also depends on sensors and/or the capability of the which range from airframe limitations (aircraft have to roll into
weapon. So at one extreme, there are early stern-chase infrared turns) to pilot limitations (as seen on the right-hand display
missiles that require the attacker to line up straight behind the under G-force).
target and early SARH missiles that render the attacker’s radar § Deploying countermeasures, such as chaff and DECM
unable to do anything else while it guides them. At the other against radar guided missiles or flares/IRCM against
are all-aspect, off-boresight missiles able to be launched from infrared ones. This is highly dependent on the technology
incredible positions with a helmet mounted sight and CEC- level of both weapon and countermeasure, and is treated as
datalinked active radar missiles able to launched from far away a separate calculation before the dodge phase.
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Example: A shah-vintage Iranian F-4 Phantom engages a modern, can build up enough speed, it can literally outrun the missile.
highly skilled American fighter over the Strait of Hormuz with Since missiles can only travel so slow due before stalling or their
ancient early AIM-7s. While a victory is still possible, it’s a steep guidance systems can only run so long before their batteries die,
hill to climb. Even before the skill of the American pilot and the the weapon can be rendered ineffective.
weaker kinematics of the Sparrow come into effect, the missile If a SAM is fired at a close enough range where it has enough
must overcome a chaff release and electronic jammer, both of energy to still catch up, the other option a pilot has would be
which it is highly susceptible to. When the situation is reversed, to try to defeat the weapon by putting something between itself
the old electronics and chaff of a Phantom or even Tomcat offer and guiding radar. This strategy works if the terrain allows it, the
far less in the way of protection against an AMRAAM. aircraft has enough to get to the proper altitude and if the missile
If the target survives or notices the attack before it hits and has launched from SAM battery does not have on-board guidance
an appropriate weapon, they may be able to maneuver and fire that can hold onto the target.
back. Then the situation repeats itself. The final option, also simulated in COMMAND is attempting to
Other aircraft are not the only danger that modern aircraft face, kinematically defeat the missile through aggressive maneuvering
and thanks to improved missile and radar designs, surface-to-air close to the time of impact. It can be possible through beaming
missile batteries have evolved significantly and their efficiency or a high-g maneuvers to create a condition where the missile
and effectiveness against flying targets cannot be understated. does not have enough energy or guidance to match the sudden
These systems are able to able to launch missiles that routinely maneuver. This is often a last-ditch maneuver when other means
travel at several times the speed of sound with enough accuracy of defeating the incoming missile is not possible. COMMAND
to strike ballistic missiles from hundreds of miles away. simulates these techniques based on the range of the missile to
Once an aircraft is fired upon by a SAM, it has several options the target aircraft and the available energy.
at its disposal in order to reduce the probability of being struck When aircraft are used in formations, many different
by the weapon. The first maneuver it to simply turn the aircraft options control the behavior of the wingmen when responding
around and run at maximum speed away from the weapon. Since to contacts. AI wingmen can be told to engage and investigate
most SAMs use a boost-glide method to get to their target, this unknown targets and in order to keep them ‘in line’, COMMAND
means that although the weapon is moving quite fast compared calculates all distances based on the formation LEAD as opposed
to the aircraft a few moments after launch, atmospheric drag and to the entire group.
maneuvering can significantly slow the missile down before it
covers the distance to its target. This means that if the aircraft
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significantly weaker. This depth is suitable for keeping an eye (or ASW-tasked subs without towed arrays often loiter in this band
ear, as it goes) on surface traffic and staying near (or at) missile- to maximize the range of their hull sonars. Surface and shallow
launch conditions while keeping out of the strong surface duct sonars as well as “shallow”-set sonobuoys and dipping sonars
(reduce counter-detection by air/surface) and keeping close to have their ranges drastically cut against under-layer targets, and
the layer below for a quick dive if necessary (ditto). in some cases may not be able to get through at all.
Just above layer: Completely out of the surface duct, this depth The Great Deep: The DSC still has some influence here but
reduces interaction with air/surface matters even more, at the not as great. Cavitation sets in only if you go flat-out (modern
benefit of ASW. Indeed, this is the ideal hunting ground for ASW- subs do not cavitate at all here, even at flank). If the sea bottom
oriented subs with towed arrays. This is because subs at this depth is shallower than the sub’s rated depth, the sub can “fly nap of the
automatically trail their arrays below the layer; thus they maximize earth” or even go belly-up (sit on the bottom) and get the benefit
their detection range against anything below while masking of greatly reduced active sonar echo. This is generally the ideal
themselves with the layer (and retaining their above-layer search depth for “transit” mode, when the emphasis is on moving from
ability with their hull sonars). Cavitation speed is significantly A to B rather than hunting, or for stationary ambush.
higher here. No missiles can be used at this depth or below. Please note that the layer ceiling and bottom, as well as its
In-layer: Like above, the towed array hangs below the layer “thickness” (and hence absorption rate) are not fixed, but vary
but the counter-detection reduction is not as great (sound has according to latitude, local depth and local temperature (the
to go through a lot less to reach an enemy sensor). Also the estimated actual values are shown on the map cursor). Trying
unpredictable mixup of warm and cold water at this depth range to manually keep a submarine at the edges of the layer as these
significantly reduces detection ranges against other subs also in values shift can be a very tedious job, hence the depth presets
the layer (think Mutara Nebula from Star Trek II). which automate this.
Just under layer - the Deep Sound Channel: This is by far
the most transmission-friendly depth band, greatly magnifying Convergence Zones in Command:
detection ranges. Surface ships and subs just above the layer both § CZ detections are possible only if the local depth provides
trail their VDS or towed arrays in this band. Sonobuoys and at least 600ft/200m clearance under the target.
dipping sonars in “deep” setting also operate here. As a result, § CZ information (range estimates) is displayed on the map
this is the worst place to be if you are hunted by modern ASW mouse cursor right alongside the thermal layer info.
forces (or conversely, the best place to be if you want to attract § CZ intervals range from 40nm in the poles to 20nm in the
attention). As a consolation, cavitation speed rises even higher. equator, depending also on local temperature.
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§ An arbitrary number of CZs are supported, if the sound depth in the highlighted area, and then go to “Minefields” in the
is powerful enough and the receiver sensitive enough. editor drop down menu. Select “create minefield in designated
Maximum direct-path range is 20k yards (~9.5nm). area” and a menu will appear containing a long list of naval
§ CZ area depth (i.e., ring thickness) is assumed to be 5nm, so mines in the current database. These range from named specific
the actual detection range at each CZ interval may be plus/ mines to a list of “generic mines” of various types. The important
minus 2.5nm. kinds are:
§ To verify if CZs can indeed form between the sensor and § Moored mines. The most stereotypical naval mines, these
target, we check not only their respective local depths can be laid at a fairly great depth thanks to their moorings
but also the depths at the nadirs of each CZ curve; so for keeping the warhead at a dangerous level. However, the
example the sensor and the target may both have an abyss moorings also make them easier to spot (and therefore
below them but if an underwater ridge high enough is neutralize).
between them it may well block the CZ path. § Bottom mines. These, true to their name, sit at the bottom
§ Sonar operators are assumed to be proficient enough to of the sea. They are lower-profile than moored mines and
discriminate between a direct-path contact and a CZ one thus hard to detect, but because they depend on their blast
(by examining both aural tones and the bearing rate); as a wave reaching the surface, they have to be laid in shallow
result, the generated AOU will either start from the sensor waters only. Some bottom mines are “mobile”, deployed
platform and extend to max direct-path range, or (in the by “swimming” out of torpedo tubes at a standoff distance
case of a CZ detection) start from the innermost CZ interval before stopping.
and extend to max sensor range. § Floating/drifting mines. These stay on the surface and are
thus the most visible. Floaters are very difficult for aircraft
9.2.4 MINE WARFARE to take down.
Since World War II, naval mines have sunk or damaged more ships § Rising mines. Arguably the most dangerous type of mine,
than any other weapon. Immense resources have been directed rising mines sit on the bottom and then release a payload
into both creating and neutralizing minefields. COMMAND thus when they detect their target, which can be an unguided
includes an exhaustively modeled mine warfare system. rocket or a homing torpedo like the CAPTOR. Rising mines
There are two ways of laying mines in COMMAND. The first is combine the stealth of bottom mines with the deployment
the “prefab” way in the scenario editor. Create a box of reference depth of moored mines, making them highly dangerous.
points, make sure that they’re selected, take note of the water’s
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Once the type of mine is selected, choose the number to be when activated) so that they will explode at a less lethal
deployed (if in doubt, add more), and press “ADD”. The editor will distance. Many types of mines are unsweepable and have to
deploy as many mines as it can in an irregular pattern. Frequently be neutralized one at a time via the more painstaking mine
there will be less than the stated number deployed even if the hunting (having a diver/ROV destroy the mines).
water is shallow enough. § Mine warfare vessels are expected to get banged up by the
The second way is via a minelaying mission. See 7.2.5, Mining blasts as part of the job. For sustained scenarios, having a
Missions. Use air or sea units with a mine loadout (for the latter, 1 /3 Rule mission and a port where minesweepers/hunters
mine weapons records can be added to existing units if need be) can be repaired is strongly recommended. A mission
and execute the mission. without the 1/3 rule can be used for an emergency surge if
In both types of minelaying, the deployment will be uneven need be, but this is a game of endurance.
and seemingly erratic. This is deliberate to ensure that opponents § Aircraft tend to be worse at detecting mines but better at
can’t accurately guess the minefield’s location after detecting a destroying them, and the reverse is true for ships (thus
few of them. Especially if it’s a prefab layout, make sure the mine they complement each other). While less vulnerable, low
placement is satisfactory. If it isn’t, then removing the minefields flying aircraft can still be damaged/destroyed by detonating
via the “remove mines from designated area” function may be mines.
necessary. § Unmanned vehicles are ideal for mine hunting due to less
Once the minefields are placed and units head towards them, crew risk, but they have some limitations, such as having no
calculations begin when the units get close enough. Its detonation/ on deck to shoot floating mines.
payload release distance will depend on the type of unit and § For mine clearing missions, a narrow safe corridor is better
sophistication of the mine. An under-the-keel blast is highly than a too-wide area that leaves too much room for mines
dangerous and will destroy most ships. A distant blast may not be to slip through.
much on its own, but several can still be cumulatively damaging.
To counter mines requires ships and aircraft with the 9.2.5 LAND COMBAT
appropriate systems. Countering mines is conducted via mine Land combat in Command is currently very basic and works
counter missions (see 7.2.6, Mine-Clearing Missions). similarly to naval combat in terms of accuracy with gunfire or
§ The two types of mine countermeasures are sweeping and missiles. Land units are intended more as targets for air and sea
hunting. Sweeping involves deliberately activating the mines units than as formations capable of credibly fighting each other
via sweeping gear (visible in the DB viewer and on the map on their own.
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This should not discourage scenario writers, for land units the aircraft’s crew. A WWII-vintage fighter crewed by novice’s
can still be very important. They can still fire and move, and nuisance-bombing at high altitude is going to be far less accurate
the role of target is an important one. The offensive capability of than an ace plane with a high-end ballistic computer flying low.
land units is not incompatible with a role as a target-after all, you
might be tasked to destroy a group of “target” AFVs before they 9.2.6 ELECTRONIC WARFARE
destroy your airbase or other high-value unit. (After all, as the There are two types of electronic countermeasures in
saying goes, “the most effective air superiority weapon is a tank COMMAND: Defensive (DECM) and offensive (OECM).
sitting at the end of the enemy’s runway”.) DECM functions very simply. When a weapon with an
The terrain a land unit occupies (visible on the databox) has appropriate seeker type closes on a unit with the DECM
a massive effect on both its speed and its resistance. Swamps equipped, it functions as part of the weapon endgame calc.
reduce movement dramatically. Forests slow movement down Whether the DECM can spoof the oncoming weapon depends
and provide a level of shielding from bomb/shell blast effects. on both random chance and the generations of both the DECM
Built-up areas add a high level of shielding but also make land device and the seeker attacking weapon. An old DECM jammer
units able to go faster due to their paved roads. will not have a good chance of stopping a weapon with a modern
Land units have the capability of replenishing like UNREP- seeker and vice versa.
capable ships. For example: OECM projects out “noise” jamming. This has its strengths
A missile battery unit is near an ammo truck unit that has compared to the focused DECM. It can affect multiple units
the appropriate missiles in its magazines. Once the battery has on the map, confusing search radars. However, it also has its
launched and is out of missiles, the player right-clicks on the weaknesses. First, ESM can often detect jamming as an emission
battery unit and selects “replenish (if possible)” from the dialog. unto itself, giving the position of the jammer. Second, it is very
Whether the choice is to automatically or manually select the unit, dependent on geometry and positioning, in addition to the
the process will start. The missile battery will move alongside the technology level of both the jammer and target(s).
ammo truck, stop, and restock. One the process is complete; it So if a jamming aircraft is supporting a flight of strikers, it’s
may fire again. highly advisable to position it directly behind them, on a course/
When aircraft engage a land or naval target with unguided mission that makes it stay as close to that spot as possible. It should
weapons, the calculation for hitting depends on the target’s also be as close as possible to the target while still comparably “safe”.
speed, the properties of the weapon, the bombsight quality of OECM does not currently affect endgame calcs directly the
the aircraft, the altitude of the aircraft, and the proficiency of way DECM does, but (again, depending on the sophistication/
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strength of the jammer, the sophistication/strength of the a situation where it is not immediately obvious why the unit you
opposing radar system, and the position of both), it can make just ordered to engage the enemy is not firing yet.
SARH missile attacks fail due to disrupting the radars or make A very effective method of getting good feedback on weaponry
the target location so imprecise that the opponent never launches limitations is to perform a manual weapon assignment. Your
to begin with. virtual crew runs the available weapons through an exhaustive
checklist of conditions that (depending on the weapon and target)
9.2.7 DAMAGE AND REPAIRS have to be met before the weapon at hand can be fired. Some
A unit that is damaged but not immediately destroyed will suffer weapons (such as wired guided ones) require that the launcher
in terms of performance and may catch on fire, or (for ships) itself is not occupied by a new weapon as long as the current fired
flood. weapon is active. This means that reloading (and firing another
While one of them is active, the unit’s damage status will one) is not possible until the situation is rectified.
continue to increase, and if either of them reaches the maximum Here is a summary of the no-fire explanations, what they mean
level, the unit will be automatically destroyed (it either burns out and what you can do as a player to overcome them:
of control or becomes filled with water and capsizes), regardless § Weapon mount is not operational: The weapon mount
of its damage status. (gun, missile launcher, torpedo tube etc.) holding the
The crew will attempt to control the damage and repair it to weapon in question is out of action (probably damaged or
the best of their ability, but their ability to do this in practice destroyed) and cannot fire.
depends massively on circumstances, such as: Solution: Be patient until the mount is repaired (if not
§ Crew proficiency. As historical evidence shows, this can destroyed outright). If possible, have the weapon unloaded
have a massive effect on whether or not a ship can survive from this mount so that it can be transferred to another
a hit. suitable one, if such exists.
§ How fast the unit is moving. Something strained by running § Unit is not authorized to use nuclear weapons: The unit as
at full or flank throttle will be more vulnerable. attempting to fire a nuclear weapon but has no authorization
to do so.
9.2.8 MY @#%^@#% WEAPON WON’T FIRE!!! Solution: If you can (you are usually not allowed to), set the
COMMAND makes few (if any) compromises when it comes to unit’s “Use nukes” doctrine setting to “Yes”.
the various factors affecting weapons and their effect on targets, § Target speed [target speed in knots] is much higher than
as well as their employment. As a result, you may find yourself in the weapon’s maximum target speed ([weapon maximum
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target speed in knots]): This applies mostly to SAMs and the period of early SAMs with low ceilings was considered
ABMs. Most such weapons have a limit to how fast a target important).
they can intercept, either because of kinematic limitations § Weapon is not BOL-capable: The unit is attempting a
or because their seekers and guidance systems can cope BOL (Bearing-only Launch) shot but the weapon does not
with only so much weapon-to-target closing speed. For support this.
example, most versions of the Patriot SAM can intercept Solution: Execute a direct (non-BOL) shot or use another
tactical ballistic missiles, and the latest PAC-3 versions can weapon that does have the ability.
tackle medium-range ballistic missiles, but ICBMs are a § Weapon needs a precise target location: Related to BOL
no-no. ability or lack thereof, this weapon needs a precise target
Solution: None really, unless the target somehow reduces location instead of an ambiguous estimate in order to have
speed. Use another weapon if available. a reasonable chance of damaging the target. Guns usually
§ Target altitude ([target altitude in meters]) is higher than fall into this category, as do other weapons like ASW rocket
the weapon’s ceiling ([weapon maximum target altitude in launchers.
meters]): Quite simply, the target is flying too fast for the Solution: Obtain a precise target location and use the
weapon to reach up and intercept it. weapon, or use another weapon that is more tolerant of
Solution: None, unless the target later descends. Use target ambiguity.
another weapon if available (there’s a reason why, once § Weapon is not loaded on mount: The weapon is present on
more advanced low-range air defenses proliferated, attack the unit but not loaded on any of its mounts (e.g. stored in
aircraft began flying at high altitude.) one of the magazines).
§ Target altitude ([target altitude in meters]) is lower than Solution: Wait for weapon to be loaded on mount; if
the weapon’s minimum engagement altitude ([weapon necessary assign reload priority to it.
minimum target altitude in meters]): Most SAMs have a § Weapon is not suitable for this target: The weapon is generally
minimum engagement altitude below which their guidance not suitable for this target type (e.g. torpedo against aircraft)
systems suffer disproportionally from ground clutter and Solution: None; use another weapon if available.
other factors. If the target is below that altitude then the § Altitude too high (Valid: [weapon minimum launch
weapon cannot engage. altitude] to [weapon maximum launch altitude]): Frequently
Solution: Wait for the target to rise higher, or use another happening with aircraft but can also apply to submarines.
weapon if available (there’s a reason why flying low during The unit is high above the weapon’s launch envelope.
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Solution: Dive until you are within launch parameters. § Weapon cannot engage this target for another [time value
§ Altitude too low (Valid: [weapon minimum launch in sec] (OODA loop limitation): Each unit has a certain
altitude] to [weapon maximum launch altitude]): Flip-side delay between first detection of a contact (or being given its
of above; the unit is too low/deep to use the weapon. data from elsewhere) and being able to target and engage
Solution: Rise up until you are within launch parameters. it (the so called “OODA loop” – yes, the one from John
(Careful! You usually go deep/low for a reason - to stay “40-second” Boyd). With surprise threats this delay can
out of enemy sensors/weapons. Coming up may mean often be fatal.
attracting the wrong kind of attention.) Solution: None really, just hope that the countdown runs
§ Target is outside weapon boresight limits: This is usually out before the target becomes an imminent threat. If it is
a problem with forward-firing weapons on aircraft (guns, already an imminent threat (e.g. incoming anti-ship missile)
rockets etc.) but may also manifest with fixed-azimuth and it looks like it’s beating the clock, hope that the unit
(non-turreted guns). has automated point-defence systems that can ignore the
Solution: Maneuver the unit so that the target is within OODA countdown and engage it. If not… brace for impact.
boresight limits (typically dead ahead of the unit’s front). (NOTE: As a scenario designer, this problem can be
§ Target aspect ([target aspect in degrees]) is out of envelope mitigated by increasing the proficiency of the unit/side.
for a stern-chase weapon: Most often a problem with Higher proficiency units have a shorter OODA clock)
early AAMs but also certain old torpedoes: The weapon is § ASW torpedo must be dropped within 0.5nm of contact/
not very maneuver-friendly and needs to be fired almost aimpoint: ASW torpedoes must be dropped close to the
directly behind the target. estimated target submarine position in order to have a fair
Solution: Instead of the weapon, the unit will have to do the chance of catching up to it before running out of fuel.
maneuvering; position it as much directly behind the target Solution: Get closer to the sub’s estimated position and drop.
as possible. § Target is out of weapon’s range: Quite simply, the target is
§ Target aspect ([target aspect in degrees]) is out of envelope out of this weapon’s maximum range.
for a rear-aspect weapon: Similar to the above, but with less Solution: Get closer (which may be easier said than done),
tight constraints. or use a longer-ranged weapon.
Solution: As above; get behind the target (or off to the side) § Target is within weapon’s minimum range: Flip-side of the
and launch the weapon if possible. above; the weapon has a non-trivial minimum firing range
and the target is within it.
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Solution: Open the distance or use another weapon without Solution: Try to turn around so the weapon you want to use
the minimum range limitation. is unmasked. If the target is a high-speed incoming threat
§ Horizontal range to target ([range to target in nm]) is (torpedo, missile e.g.) you have very little available time so
greater than the weapon’s downrange at this altitude this may possibly not work.
([weapon downrange in nm]): This most often happens § Cannot fire weapon through ice: You are attempting
with aircraft-launched ballistic weapons (guns, rockets, to engage a target through the ice pack (e.g. shoot at a
unguided bombs etc.). The higher the altitude of the carrier submarine with an air-dropped weapon).
aircraft, the greater the distance at which it can literally Solution: None. If possible, wait until the target moves from
toss the weapon towards the target. At higher altitude this under the ice before trying to engage again.
distance shrinks dramatically. § Cannot fire missile while under ice: You are attempting to
Solution: Get closer, or rise to higher altitude to increase fire a missile from a submerged submarine under the ice.
toss range. Both these options carry counter-detection/ Solution: None. Move the submarine out of the ice if
engagement risk so choose carefully (or use another weapon possible.
with better standoff). § Cannot use torpedo on ice: You are attempting to drop
§ Target is within 5 nm and outside the weapon mount’s a torpedo from an aircraft/helicopter to an under-ice
engagement arc: This typically applies to ship turrets/ submarine.
launchers. Command currently ignores mount arc limits for Solution: None.
engagements at distances over 5nm; the implicit assumption § Gun has no local control and no available directors: The
is that at such distances captains micro-maneuver their gun is designed to work with a fire-control sensor on the
ships to unmask their weapons as necessary, and often even same unit which is currently out of action (for any number
perform “over the shoulder” shots with guided weapons. of reasons: Damaged/destroyed, jammed, cannot detect
At distances below 5 nautical miles however, there is no target etc.), and it (the gun) has no local/manual control
time or space for maneuvers and shot-tricks; a ship engages as backup. It is essentially “blind”. NOTE: This limitation
a threat only with the weapons it can bring to bear down the appears only if you have enabled the “Detailed gun fire
threat’s azimuth. This can make life difficult for large ships control” realism setting.
trying to engage smaller, more agile opponents or pop-up Solution: If the FC director suitable for the gun is
threats like sea-skimming anti-ship missiles. functioning but unable to detect the target, do anything
necessary to allow it to do so (counter jamming, change
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heading to unmask director etc.). Otherwise use another § All directors are unable to illuminate this target
weapon if possible. (insufficient reflection, no LOS etc): The guided weapon
§ Weapon must detect target prior to firing: The weapon (usually missile) needs a compatible FC director to provide
must “lock on” to the target on its own prior to launch, illumination to the target in order to guide the weapon, and
and cannot be fired “blindly” with the expectation of post- no such sensor can be found (in an operative state). Similar
launch lock. Most IR-guided AAMs fall in this category. to gun-fire control limitations. This is frequently observed
Solution: Position the firing unit in optimum position for with guidance radars against low-observability targets (in
the weapon to detect the target (e.g. in a dogfight, try to get fact, the F-117 was created to be resistant to guidance radars
on the target’s tail as much as possible). The weapon will do first and search radars second).
the rest. Solution: If the FC director suitable for the gun is
§ No weapons director available to illuminate the target: functioning but unable to detect the target, do anything
The guided weapon (usually missile) needs a compatible necessary to allow it to do so (counter jamming, change
FC director to provide illumination to the target in order position to obtain line-of-sight etc.). Otherwise use another
to guide the weapon, and no such sensor can be found (in weapon or see if the target moves closer.
an operative state). Similar to gun-fire control limitations. § No datalink channel available to guide this weapon: The
Solution: If the FC director suitable for the gun is functioning weapon has a mandatory datalink (such as the guidance
but unable to detect the target, do anything necessary to wire on a TOW anti-tank missile) and no channel is
allow it to do so (counter jamming, change position to obtain currently available.
line-of-sight etc.). Otherwise use another weapon. Solution: This indicates that one or more engagements
§ All illumination channels suitable for this weapon are in are currently in progress. Wait for the engagement(s) to
use: Related to the above; we found a suitable FC illuminator conclude so that the datalink channels can be freed up.
for the weapon but all available illumination/guidance § Target is out of weapon’s DLZ: The target is out of the
channels are in use (ie, the system is already locked on to weapon’s dynamic launch zone (DLZ; see “DLZ and why
its maximum number of targets and can’t engage any more). it’s important” in the Appendix at the end of this manual).
Solution: This indicates that one or more engagements Solution: Get closer to the target or wait for it to change its
are currently in progress. Wait for the engagement(s) to heading/speed/alt so that it falls within the weapon’s DLZ.
conclude so that the illumination/guidance channels can be § The target’s downrange ambiguity ([weapon downrange
freed up. ambiguity in nm]) is larger than [some percentage] the
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weapon’s acceptable limit ([weapon acceptable downrange 9.2.9 DLZ AND WHY IT MATTERS
ambiguity in nm]): This is directly related to the “Shooting When firing a guided weapon against a target, we want to have
ambiguous targets” doctrine setting. If the target’s a reasonable probability (if not certainty) that the weapon will
uncertainty area is such that its range ambiguity towards the reach the target. Against static or slow-moving targets this is a
firing unit is too large, the weapon will not fire. For example straightforward affair; against high speed and/or agile targets,
if the target’s distance has a +/- 10nm margin of error, and however, things can get more complicated.
the weapon has an acceptable limit of 2nm (seeker limit, One of the simplest concepts of estimating a weapon’s reach
warhead damage area etc.) then the unit will refuse to fire. against a moving target is the so-called “No-Escape Zone” or
Solution: If you can (you may not be allowed to), set the NEZ. This assumes that at the moment of weapon fire, the target
firing unit’s “Shooting ambiguous targets” doctrine setting turns tail and runs at its current known speed directly away from
to “Optimistic” or even “Ignore”. This will make the unit the launch point. The weapon then has to run the target down in
all too happy to use the weapon against the target even a straight line.
with a large margin of error. Beware that this means a large The simplicity of NEZ made it attractive for early missile fire-
probability that the weapon will miss altogether. Ignore is control computers and indeed it remains a widely-used yardstick
not recommended against targets that have visibly moved when comparing the kinematic performance of weapons such as
at all. AAMs/SAMs, torpedoes etc. However, in real combat units rarely
§ The target’s downrange ambiguity ([weapon downrange detect incoming weapons immediately at launch and not often
ambiguity in nm]) is larger than [some percentage] the turn tail and run away – at least not if they have a job to do. The
weapon’s acceptable limit ([weapon acceptable downrange NEZ is also meaningless against targets that naturally don’t run
ambiguity in nm]): As above, this time with regards to away, such as cruise missiles and UAVs (and non-alerted targets
target cross-range instead of distance ambiguity. of any kind, e.g. very frequently ships under torpedo attack).
Solution: If you can (you may not be allowed to), set the Relying exclusively on NEZ is can also represent a “hidden”
firing unit’s “Shooting ambiguous targets” doctrine setting tactical liability. Consider an F-15 fighter preparing for a Sparrow
to “Optimistic” or even “Ignore”. This will make the unit all AAM shot against a high-speed incoming MiG-25. Following
too happy to use the weapon against the target even with a NEZ’s logic, the MiG’s high speed means that the missile must be
large margin of error. WARNING: Large angular margins launched at very close range in order to successfully perform the
of error mean that you have to be really lucky to get a hypothetical run-down that the NEZ is built upon. However, we
successful hit. instinctively understand that this logic is flawed: The F-15 pilot
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should instead launch the Sparrow at even longer-than-nominal missiles, re-entry vehicles and satellites. You will notice that AI
range, taking advantage of the MiG’s high incoming speed and crews are usually quite careful not to fire weapons at the extreme
using it against it. edge of their range envelope, preferring to sacrifice a slice of
So what we need is an engagement zone concept that takes standoff for the sake of ensuring a kill. There still will be outliers
into account additional parameters known about the target such though, taking their chances will long-range “sniper” shots that
as its current heading and altitude. This concept is the Dynamic can still do damage.
Launch Zone or DLZ. It should be emphasized that in the case of maneuverable
Fundamentally, the conceptual difference between NEZ and targets, being inside the DLZ does not guarantee that the weapon
DLZ is clear. NEZ answers the question: What will happen if I will reach out to the target – after all, an alerted enemy may
launch right now and the target turns right away and runs? DLZ (probably will) not cooperate. But even if a shot is dodged, it still
answers the question: What will happen if I launch right now and puts the target on the defensive. The top Serbian MiG-29 pilot
the target keeps moving as-is? in the Kosovo conflict was finally shot down after successively
The DLZ is harder to calculate for two reasons. avoiding 3 AMRAAM shots in a single engagement – each time
The first one is fairly obvious: Unless the target is coming surrendering more of the initiative to his attackers, never having
head-on or running straight away, the engagement geometry is a chance to shoot back.
significantly more complex. The second reason is that in order
to answer the question faithfully, the algorithm must take into 9.2.10 A NOTE ON LOSSES
account the kinematic & guidance idiosyncrasies of the weapon No unit is indestructible, and operational planning frequently
in question. Some weapons head straight for their target at a near- matters far more than the exact quality of the unit. It is entirely
constant speed; others deliberately opt for a parabolic loft; yet possible for a MiG-21 to destroy an F-15 if it gets a clear shot.
others employ subtle guidance tricks tailored to the nature of both Much of the “turning/burning” parts of air combat are
the weapon’s role and the characteristics of the nominal target the abstracted by hit rates and crew proficiency. The part of the human
weapon was designed for. All these nooks and crannies must be element the player can control is getting the assets to the right place
taken into account or else the DLZ calculation may well be off. at the right time. An example of the dichotomy between tactical
Command employs several algorithms for faithful DLZ weakness and operational strength is in the 1972 air campaign that
calculations, some tailored for aerodynamic targets (with special beat back the Easter Offensive in the Vietnam War.
options for non-maneuvering targets such as cruise missiles) and In that, the kill/loss ratio of USAF aircraft reached new lows,
others optimized for orbital & ballistic targets such as ballistic with them having a negative rating even by their own admission
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during various points (meaning the true total was almost certainly 9.3 CONSTRUCTION AND DESTRUCTION
even worse). Yet this mostly consisted of North Vietnamese MiGs 9.3.1 BUILDING AND DESTROYING AIR BASES.
nibbling away at the outer escorts-despite their weaknesses, they Air Bases are important units in COMMAND. The can be added
did their job of keeping the strikers safe. In Command, you can to scenarios either as a single unit or air base group. At the basic
do the same. level they host aircraft but they also support the simulations
Even in scenarios intended to re-enact historical battles or advanced aircraft logistics and sortie models and act as advanced
wars, the results are frequently much different from the actual targets. This section explains how to build these units and how to
outcome. This is to be expected. While a bug report (see 1.2, destroy them.
Support) may be in order if the historical result is never obtained Air bases are currently implemented in the game as either one
even once, variation is normal and good. very generic single-serving unit (Single-Unit Airfield) or as an
Command’s engine is intended to be able to simulate airbase group that could include hundreds of individual facilities.
everything from 1940s broadside duels to futuristic satellite-cued As a designer you can choose the type you would like to use but
ballistic missile strikes with a reasonable degree of success, not be unit-count does impact performance so it’s best to use a single-
incredibly accurate for any one conflict. To return to the Vietnam unit airfield unless the air base has the potential to be a target.
analogy, the performance of similar, and frequently the exact There is no difference in function between the two. COMMAND’S
same aircraft and weapons varied widely by conflict. There was databases provide a ready selection of such bases in various sizes
Vietnam, the Indo-Pakistan, and Arab-Israeli Wars in the same (going all the way up to multiple 4000-m runways) so you can
time period. select what most closely fits your needs.
Attempting to model any one of these conflicts with one COMMAND’S air bases do model aircraft traffic, which
hundred percent razor-sharp accuracy would make any of helps support the simulation accurately model aircraft-sortie
the others less effective. One would be faced with either an rates. When given a launch order, aircraft will start in their
ahistorically strong Egyptian/Syrian Air Force or an ahistorically holding facilities such as tarmacs, hangars or revetments, move
weak North Vietnamese one if a strict model intended for one to a connecting/transit facility such as a Runway Access Point
was used for the other. or Taxiway (or elevator in a ship) and then move to a Runway
In addition, real events can only happen once, while the where they are launched. When they land, they step back through
simulator can be run many times. The real result may have been the flow to their holding facility, receive replacement fuel and
a one-in-a-hundred “outlier”, while the most common one may ammunition and then start the process again. This helps generate
have been quite different. realistic sortie rates which we feel are critical in modelling modern
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air warfare. It also makes airbases critically dependent on a few Once you have constructed the base, you can then use the
key nodes being operational – or, put from another perspective, if import/export unit feature to save it for future use. We have
an enemy damages or destroys certain facilities he can shut down already constructed thousands of airfields, airbases and airports
an airbase with much less effort, just like in real life. which you can import into the game so it is best to check first
Air bases currently support the aircraft logistics model in the before spending too much time building your own.
game. All air bases include ammunition magazines which players can The databases have tons of air base facilities but the minimum
populate with the weapons, pods, tanks and equipment that aircraft units necessary for a functional air base group are as follows:
need to successfully host their various loads. Fuel is not currently § 1x Runway long enough to support the aircraft you will base
tracked but is provided automatically when an aircraft lands. As there. You can get this by comparing the runway length in
such, scenarios that exceed the flight time or an aircraft must include the name and database viewer entry with the aircraft Take-
an air base or a ship capable of hosting aircraft or the aircraft will off/Landing distance field in the database viewer.
ditch (and be destroyed) when its fuel has been expended. § 1x Access Point or Taxiway large enough to support the
For more information on how to populate ammo magazines aircraft that will be using them.
please review section 5.3.1 of the manual. It is highly suggested § 1x Unit Capable of holding the aircraft (Tarmacs, Open
that you use the “Show only weapons compatible with aircraft Parking Spaces, Hangars, Shelters, etc.) you’d like to host
hosted by parent” filter in the Add Weapons dialog to assist with there. Units have the aircraft size and capacity in their
finding the correct weapon-records to add. names which you can compare with what is listed in the
aircraft size field in the database viewer.
Constructing an Air Base § 1x Unit with an ammunition magazine (Ammo Shelters,
Constructing an air base group is accomplished in a similar Ammo Pads, Ammo Bunker, etc.)
manner to building other groups in the game. You should add § 1x Fuel holding facility. We aren’t requiring this as we are
the individual facilities and then group them by selecting them not tracking fuel logistics but may do so in the future.
all and pressing the g key.
It is highly suggested that you use our “Custom Overlay” Adding Single-Unit Airfield airfields is straight forward in that
feature to get a properly sized and sited image of the facility you you just add them as you would any other unit in the game. They
are adding on your game map. This allows you to simply add the include all the necessary pieces required to function and just
needed units where you see them in the image – easily and with require you to rename the unit to whatever you would like unit to
extreme accuracy. be. These can be saved to import file and exported back in as well.
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settings, so if destroying airbase magazines is important, 9.3.3 BUILDING (AND DESTROYING) AIR DEFENSES
the scenario designer should turn that option off. Air defense facilities in COMMAND are some of the most
§ Disable Access Points, Taxiways and Elevators: Disabling important land units. Anti-aircraft artillery, and, since the
(these facilities cannot be permanently destroyed and will Powers U-2 shootdown, surface-to-air missiles have shaped the
eventually be repaired given enough time) these “transit” landscape of air operations.
points prevents aircraft from reaching runways or other aircraft SENSORS: The air defense network needs to be able to see
launch facilities. Usually there are only a few of those in a base its incoming targets before it can hit them. This includes search
or ship so taking them out is a great way to jam the base shut. radars as the most obvious component, but a truly effective IADS
§ Disable runways: Disabling these eliminates the ability will also have ESM sensors and even visual observers. The search
of an aircraft to launch. This is often the most efficient radars are frequently kept a considerable distance apart from the
method. Nations tend to add secondary runways or use launch sites.
auxiliary runways to make this task slightly more difficult. WEAPONS: Anti-aircraft weapons come in three major
COMMAND supports numerous dedicated anti-runway categories: Low altitude, medium altitude, and high altitude.
weapons. It should be noted that historically, runway They combine to become more than the sum of their parts when
attacks have only been useful as “temporary” knockouts properly cited, with the most famous example being the North
to airbases. The runway can be repaired quickly just by Vietnamese SAMs that did not score too many kills on their own-
repaving it, especially if it’s been hit by non-specialized because they made the Americans fly lower, right into the teeth of
munitions. As such, many planners have aimed for targets the AAA that claimed the most victories.
other than runways to cause more lasting damage. Low Altitude/Short Range: This includes almost all anti-
aircraft guns and MANPADS like the Stinger and SA-7.
9.3.2 BUILDING AND DESTROYING NAVAL BASES Medium Altitude/Range: This includes medium-sized
Naval bases are like air bases but require only two facilities for missiles like the SA-6 and Aspide.
a minimum functional group: at least one pier and a munitions High Altitude/Range: This includes heavy missiles, whether
storage facility. Expansive facilities are encouraged for the sake of they be early (SA-2 and Nike) or modern (Patriot and S-300
realism and targeting-big ships require big ports. family)
Docked naval units at ports can be detected and identified like Air defense facilities should cover as many altitudes and
aircraft at air bases. The same criteria for observation is there, as angles as possible. They should be mutually supporting, covering
is the same black and yellow symbol indicating a present unit. both the defended area and each other. Placing short range
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point defense systems around both longer-range launchers and 10. APPENDICES
search radars is recommended, particularly if the opponent has
standoff weapons like Tomahawks. Radars should not emit unless 10.1 KEYBOARD COMMANDS:
absolutely necessary. This is a listing of various hotkey commands that can also be
For the destruction of air defenses, there are two options. The accessed in-game via the Help drop-down menu. For KEYPAD
first is to simply treat them like any other target, engaging them commands, NumLock must be off.
with conventional strikes and patrols. The second is dedicated
SEAD patrols, which focus on radar emissions. There is no one- Basic
size fits all solution to dealing with air defenses. Spacebar, CTRL+ENTER: Pause/Resume Game.
CTRL+S: Save Scenario.
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CTRL+L Hold Position For All Units For demonstration purpose we are using a modified GMAP
Shift+ [ Drop Passive Sonobuoy Above Layer as we’ve had good experiences with it. We do not guarantee its
[ Drop Passive Sonobuoy Below Layer future functionality nor are we in any way responsible for the
Shift+ ] Drop Active Sonobuoy Above Layer accuracy of the open source imagery.
] Drop Active Sonobuoy Below Layer Download the modified GMAP (http://www.matrixgames.
Shift+D Deploy Dipping Sonar com/forums/tm.asp?m=3530108/) and unzip to a location you’ll
O Display Order Of Battle+Contacts be able to find.
Window To run the program, click the Demo.WindowForms.exe file.When
Contacts launched you can manipulate the map with your mouse and change
P, PgDn, Num 3 Drop Contacts the imagery type using type drop down. In general, it is best to find
H Mark Hostile what you’re looking for using maps and then go to the satellite imagery
CTRL+H Mark Unfriendly (Google satellite, Bing, etc.) to actually take the picture. I would even
N Mark Neutral suggest going to Google Earth or finding the exact coordinates in
F Mark Friendly Google first to save some time. You can also overlay any of these map
R Rename types although the satellite imagery looks best.
Keep imagery small (no larger than a city) to avoid potentially
Misc serious stability and performance issues.
CTRL+Shift+C Lua Script Console When you’re ready to capture something to use as a file:
CTRL+C Copy Lua values of selected unit to 1. Press the Alt button and left click mouse drag the area you
clipboard would like to capture. You’ll know you’re successful when it is
CTRL+Z Copy Lua values of highlighted RPs to highlighted with a blue box. When satisfied that you’ve captured
clipboard what you want then press the get static button on the right.
2. When the static map maker dialog appears:
a. Set the Zoom level to 17
10.2 CUSTOM OVERLAYS 101 b. Check the Make Worldfile check box
To add overlays to command you must first use third party c. Push the Generate button
software to generate geo-referenced files and then you can upload 3. When complete you’ll notice that two files have been generated;
them to your command using an in-game interface. one is a .png and the other is a .pgw.
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4. You can further edit the files in any image editing program if This launches the Add weapons dialog.
you choose.
5. To import into COMMAND, launch the game, create your side To add a weapon:
and click the Custom Overlay button and when the Custom 1. Search for the weapon you
Layer Manager appears press the Add Layer button. This will would like in the mount list at
launch a windows Add File dialog. the bottom. To sort the list click
on the column headers (ID or
Please choose the Name). You can also filter by
.png file and allow a search term by checking off
the display time to the filter by keyword check
load. Once loaded, you will see it in the bottom list. The most box and entering text in field
recent overlay will be highest on the list. above the mount list. Once
To remove an you find the mount you would
overlay, simply like to add select it.
select it in the 2. Use the arcs checkbox diagram
Custom Layer to select the weapon’s firing
Manager and press the Remove Selected Button. arc. If you’d like 360 coverage check them all off. Photographs
of similar weapons give a good idea for how the arc is like.
Surface-to-surface missile launchers tend to have narrow arcs,
10.3 DATABASE EDIT CAPABILITY IN while forward-mounted gun turrets cannot engage in the rear
THE SCENARIO EDITOR of the ship.
COMMAND offers several tools 3. Press the “Add Selected” button and now the weapon will
to allow users to edit facilities and appear in the weapons dialog.
naval units in the game. Users can
add weapons mounts to a facility To remove a weapon:
or naval unit by pressing the “Add 1. Select the weapon in the weapons dialog.
Mount” button in the weapons 2. Press the remove mount button. The weapon should now be
dialog. removed from your list.
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Users can also change the weapons within an existing mount by To Add a Sensor:
removing existing weapons records and adding new weapons 1. Search for the sensor you would like in the mount list at the
record. You can do this by: bottom. To sort the list click on the column headers (ID or
§ Selecting the weapon’s record you would like to remove Name). You can also filter by a search term by checking off the
by selecting it and pressing the “Remove Weapon Record” filter by keyword check box and entering text in field above
button. the sensor list. Once you find the mount you would like to
§ Pressing the “Add Weapon Record” button which will add, select it.
display the “Add Weapon Record” dialog. 2. Use the ARCS checkbox diagram to select the sensors detection
and tracking/illumination arcs. If you’d like 360 coverage
To search for a record you can click on the table header or you can check them all off.
filter by keyword by checking off the Filter by keyword checkbox 3. Press the “Add Selected” button and now the weapon will
and typing in a text term in the provided text box. appear in the sensors dialog.
To select a weapon’s record select it within the list in press the
Add selected button. To Remove a Sensor:
1. Select the weapon in the weapons dialog.
Adding Sensors 2. Press the “Remove Mount” button. The weapon should now be
Users can add a sensor removed from your list.
to a naval unit or
facility by pressing the And remember…
“Add Sensor” button in When making changes, the important thing to remember is that
the Sensors dialog. any “full” scenario rebuild will delete your edits. To retain them
NOTE: To add a new you’ll need to add changes to a scenario configuration file. You
magazine to a unit you can do this by generating a so-called “delta file” which shows the
will need to add it with changes from the “stock” configurations, and then applying them
a configuration file. You to the configuration file. Specific instructions on how this works
can find instructions on can be found in sections 7.1.6- 7.1.9. Keep in mind that our DB
that in sections 7.1.6- editors always reserve the right to change record numbers so it is
7.1.9 of the game manual. best to keep up with changes.
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10.4 COMMON AIR UNITS § Su-27. Similar to the F-15A, but has a small ground attack
Here is a list of common air units found throughout COMMAND. capability.
§ Su-30/35. Upgraded versions of the Su-27. The Su-35 is the
10.4.1 EARLY/MID COLD WAR most advanced version.
These are “first” (Meteor, F-80), through “Third” (F-4, MiG-23) § F-15E. Although the same shape as the F-15A/C, it’s a highly
generation aircraft. These are the mainstays of scenarios using capable strike fighter with much air to ground capacity.
the CWDB. § F-16. Lightweight multirole fighter. Intended as a “jack of all
§ Meteor. First-gen British fighter trades” that could be built and fielded en masse. Goes from
§ F-80. First-gen American fighter short-ranged Sidewinders and dumb bombs to radar-guided
§ MiG-15. Early Soviet fighter, the bane of the USAF over Korea. AMRAAMs and precision weapons assisted by advanced
§ F-4. American fighter. A multirole aircraft that ended the frantic targeting pods, but keeps its role as the “low” in the “high-
“Moore’s Law For Jets” period of 1945-1960. Very versatile. low” mix.
§ MiG-21. Soviet point defense interceptor with limited § F/A-18. Roughly equivalent to the F-16, only for carrier
ground attack capability. wings. Has an earlier ability to launch radar guided missiles.
§ MiG-23. Soviet swing-wing fighter capable of launching radar- § MiG-29: A point defence interceptor, more of an heir to the
guided missiles. The MiG-23BN is a ground attack version. MiG-21 than the multirole Western fighters it externally
§ F-5. Lightweight, no-frills western fighter. resembles. Built to operate inside an integrated air defence
§ Su-17/22. Soviet high-speed ground attack aircraft. system. Has a small air to ground capability.
§ F-105. “Thud”-basic Vietnam-era ground attack aircraft. § F-14. Carrier interceptor with later air-to-ground capacity
§ F-104. High speed point defence interceptor, can be installed.
considered a western analogue to the MiG-21. § Tornado IDS/GR: Long-range ground attack aircraft.
§ Tornado F/ADV: Bomber interceptor, not intended to
10.4.2 LATE COLD WAR/MODERN engage other fighters.
These are “fourth-gen” aircraft of the late Cold War to modern § A-10: American ground attack aircraft geared towards close
period, in use widely around the world. While they may look range support.
similar, many of them are designed for quite different roles. § Su-25: Soviet ground attack aircraft also geared towards
§ F-15A/C. Purpose-built air superiority fighter, “not a pound close-range support.
for air to ground.” § Su-24: Long-range ground attack aircraft.
§ E-3: AWACS.
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§ A-50: AWACS similar to the E-3. § Kuznetsov: Soviet/Russian aircraft carrier. More like a
§ Harrier. V/STOL Aircraft. Low-performance but highly Kirov with an air wing instead of S-300s than an American
deployable. Frequently deployed from smaller aircraft supercarrier.
carriers and amphibious ships as a “one eyed man in the § Arleigh Burke: American multirole destroyer.
land of the blind”. § Perry. American low-end anti-submarine frigate.
§ Yak-38: Soviet counterpart to the Harrier. Even lower § Ticonderoga: American anti-air cruiser.
performance. § Slava: Soviet/Russian missile cruiser.
§ Rafale: Multirole “4.5” gen fighter. The Rafale M variant can § Udaloy: Soviet/Russian anti-submarine destroyer.
operate from carriers. § Spruance: American high-end anti-submarine destroyer.
§ Typhoon: Another “4.5” gen fighter, more optimized for
air to air than the Rafale but still has multirole capability
among some users. 10.6 COMMON NAVAL TACTICS
§ Gripen: Swedish light multirole fighter with excellent The important difference between the Cold War foes in terms of
rough-field capability. their naval systems is that the American/NATO systems trend
towards the tactical defense but the strategic offense, while the
10.4.3 AIRCRAFT ORGANIZATION Soviet/Russian ones are, if anything the opposite.
The average size of a fighter squadron ranges from 12 aircraft to Thus an American cruiser or destroyer will generally (not
24 (a USAF squadron at full paper strength). Multiple squadrons always) have an anti-surface armament of only light Harpoons
form a “wing” (western) or “regiment” (Soviet), while multiple and its SAMs pressed into a horizon-limited anti-shipping role.
wings/regiments form a group/air division. Its main job is to protect the carrier/amphib. That high value
unit, on the other hand, has the role of projecting power around
the world. This can mean anti-shipping power in the form of its
10.5 COMMON SEA UNITS air wing attacking an enemy fleet with long-range missiles, or
In the same vein as the air units list above, a list of common anti-ground power in the same air wing bombing enemy units or
modern naval units. covering an amphibious landing.
§ Nimitz: American supercarrier. A Soviet ship of a similar period and displacement will tend
§ Kirov: Soviet/Russian missile battlecruiser, intended as a to have a much heavier anti-surface armament and (generally)
fleet flagship and heavy missile launcher. a weaker anti-aircraft one. This is to make up for the lack of
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carriers. Soviet naval doctrine was highly defensive-the keystone 10.7 COMMS DISRUPTION &
was simply defending their nuclear missile submarines long CYBER ATTACKS
enough for them to launch. Most wargames and simulations accustom their users to the idea
Even large high-value units were focused towards this goal- of omnipresent, instant, always-on communications. The battle
the Kiev and even Kuznetsov/Ulyanovsk carriers are built as may be lost – your forces & assets may be in disarray – but you
large antisubmarine carriers. To a degree, a large portion of are always in control of them and aware of their whereabouts,
the “offensive” slack was taken up by fleets of large land-based activities and condition. You are always in the know and in power.
aircraft in the Soviet Naval Aviation such as Tu-16s and Tu-22s. The pawns in the chessboard are always at your disposal.
These carry monstrously large ASMs and have long range. But what happens when the lights go out? When the only
Weaker factions than the Cold War superpowers are sound on the radio is static? When the datalink is dead?
constrained more heavily by their equipment. One need only look This is fast becoming an ever-important question, both
at the Falklands, where the British Invincibles (which grew out of because the western armed forces are increasing their reliance
a helicopter carrier, carried Harriers initially just to shoo away on distributed, hyper-connected force concepts (the F-35 and the
patrol aircraft, and lacked AEW at the time) faced Argentine air US Navy’s NIFC-CA being fine examples) and because potential
forces (who had a severe shortage of both air-launched Exocets peer competitors, fully aware of this trend, are rapidly improving
and tankers that had a massive effect on their operations). A their electronic attack and cyber-warfare capabilities. The ever-
regional power with a large PGM-capable fleet can do things that evolving chess game of electronic warfare has never been limited
a country with a handful of light ships and old aircraft cannot. to the radar bands, but more recently communications and
Regardless of what the strikers consist of, naval warfare is datalinks are becoming increasingly appealing targets.
based on massing as much of them at the target as possible. It is Command handles this aspect of operations explicitly. We want
and always has been a very deterministic type of war. to show players both the “how” and the “why” of communication
It can be boiled to three simple maxims: lines breaking, and the practical effects of units being isolated
§ See, and try not to be seen. Whoever finds the target first from their parent side’s common picture. A
will usually strike it first. unit that is out of comms will have a small
§ Whoever strikes the target first will almost always win. set of text reading NOCOMM next to it to
§ Half measures will almost always result in nothing being indicate its situation.
gained. Concentration of force is necessary.
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handy!) is merged and used to § Non-kinetic options are now significantly more expanded.
refine the contact information. Forget jamming radars; now you can do some real sneaky
As mentioned, the player has tricks. It is remarkable how much more brittle and
no control over his “disconnected” inefficient, say, an IADS becomes when you can selectively
units. However, playing out a take any of its critical nodes offline. (Michael Scofield would
scenario in ScenEdit mode (which love to be able to brick the guards’ phones during his break-
is essentially “cheating” but also out/break-in escapades). Put another way: Going ultra-
very useful for analysis) affords an stealth or swarming cruise missiles over every radar & SAM
additional ability: To literally jump site are no longer your only, or even your best options.
into the cockpit/CIC of the isolated § An initial tempting thought was to freely use comms
unit and experience its “loneliness” disruption as a standard built-in feature to all existing
first-hand (Editor –> Isolated POV scenarios. It was soon discovered, in hilarious ways, how
view). This is an excellent way to this can wreck scenarios that were not designed with this
understand how a comms-isolated factor in mind. As an example, in the standalone scenario
unit perceives its environment and “Duelists”, we “flipped the switch” on the Soviet surface
reacts to it (which is usually quite group just to see what would happen. Because the group had
different from when it operates as part of an integrated network). a standing “forbidden zone” around it that automatically
Quickly switching between “side-wide common picture” and marked violators as hostile, and in combination with very
“isolated POV view” can be a real eye-opener as to the value of liberal “shoot first” ROEs, the ships in the group almost
a well-connected battleforce and the hazards and challenges of immediately proceeded to blow each other out of the water
“comms off ”. It is simple enough to say “we’ll not transmit so the with righteous fury, with even a distant Oscar-class sub
bad guys cannot sniff us out”. But how well can you really fight joining the action with its beastly antiship missiles. It really
in the dark? was blue-on-blue in its most pure, raw form.
§ Apart from the obvious step of making this new feature
Living with vulnerable comms optional so that existing scenarios can function as before,
Players using this feature will probably have to adjust to a different we also added a lot of “reasonable smarts” to the AI crews so
mindset as well as absorb the new options it affords them. A few that events like the above Soviet shootout were less likely to
random thoughts: happen. So for example, when detecting a new contact close
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to where a friendly off-grid unit was last known/reported, that relies on the “my strength is in the pack” principle?
the side-wide AI is now a bit more careful even if the new Take comms off and its power drops precipitously (it is not
contact is a violator of a forbidden zone (“easy on the trigger, an accident that comms-jammers are rather more favored
guys… maybe it’s Garry after all”). Likewise, cut-off units for counter-drone defence than hard-kill measures).
compare their new contacts with the most recent datum of
their known comrades and will ignore contacts that seem to Some other scenario-editing ideas for taking advantage of this
be right on top of where their buddies were when they last feature:
heard from them. After putting together such refinements § Special actions, with units on the opposing side getting their
and re-trying the Duelists test, the isolated Soviet units were comms knocked out. This is used to simulate a computer
now significantly more restrained on how they prosecuted network attack, but could also represent saboteurs physically
sudden new contacts after their breakaway. disrupting the comms network.
(On the flip side, if you are the one creating the chaos, § A “unit enters area” trigger where a friendly unit representing
this creates excellent “false flag” opportunities for exploiting a jammer (ie, an EA-6B Prowler or similar) arrives on station.
it. For example, if you can swiftly and unobserved dispatch The script is fired, and representing its jamming capabilities,
comms-isolated units that are part of an enemy distributed units on the opposing side have their comms taken out.
force, the longer you can remain in their general location the § A “unit enters area” trigger where run-off the mill friendly
longer it may take for their friends to get suspicious of you. units get their comms knocked out, forcing them to
Cloak and dagger fans rejoice!) continuing prearranged missions or move aimlessly in
§ Comms vulnerability really drives home the dirty little circles until they run low on fuel and return to base. This,
secret of most network-based CONOPS. People talk about especially in earlier-period scenarios, simulates units
swarms, distributed lethality and all the rest of current outrunning their lines of communication. It can also be
jargon – but all of this assumes reliable communications. used to simulate submarine operations.
This also reinforces the importance of sufficient
individual capability: A modern warship, even when
comms-isolated, is still a powerful unit. It has a fair chance 10.8 TACVIEW
of accomplishing its mission even without the obvious To enable the use of Tacview in Command if owned (NOTE:
benefits of cooperation with its consorts. On the other TACVIEW MUST BE PURCHASED SEPARATELY, AND THE
hand, a “swarm” unit (be it a small speedboat, a drone etc.) ADVANCED OR ENTERPRISE EDITION IS NECESSARY):
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Winchester: Empty. Game evaluates against a role value for this (they appear, but in a “faded”, translucent way), and Do Not
in determining whether to order an aircraft to return to base. Show (not visibly appearing on the map at all)
§ A new dedicated “weapon” page on the Database Viewer.
The characteristics of weapons from unguided bombs like
12. COMMAND UPDATE HISTORY the Mk82 to super-smart munitions like the LRASM appear.
COMMAND has changed considerably from earlier versions. The weapon’s DB entry includes its range, maximum speed/
Many new features have been added and many UI changes altitude, warhead size, signature, and seeker type/ability.
have been made. While much of what applied to early release § An “Abort Launch” button in the air ops window. When
versions still applies to the latest version, much else does not. As pressed, any selected aircraft beginning the launch sequence
many returning players have left before a specific update time, will stop and attempt to return to an open parking facility.
cataloging all the major changes in earlier releases is in order. § Hold-fire can be issued to multiple selected units.
For players whose first introduction to COMMAND is the § The “Add Unit” window now remembers the filters used in
current “Command: Modern Operations” version, much of this the last unit addition whenever it’s reapplied. For instance,
will not be of any concern. But for players who have been used if the “Ship” type filter is selected and the word “Iowa” is
to the very different mechanics of earlier versions, reading these typed into the “class” text box before the window is closed,
updates may be helpful to avoid feeling out of place. reopening it will have a filtered list of Iowa-class battleships
in plain view.
VERSION 1.01 (OCTOBER 2013) § Major improvements in aircraft dropping ordnance without
This was a “quick-fix” update of glaring issues found right after manual control.
release. Notable updates include:
§ A dedicated “weapons” page in the database viewer. VERSION 1.02 (DECEMBER 2013)
§ The ability to deselect all reference points via either a menu This was the first major update. Major changes included different
or by pressing CTRL-END realism settings (see 5.4.9, Scenario Features + Settings) and
§ The ability to zoom to the mouse location instead of the the first side proficiency changes (see 5.4.4, Scenario Options,
camera center, for the convenience of say, focusing on a Proficiency Settings)
contact on the far side of the map. § Per-waypoint speed, altitude and sensor commands. Select
§ A new game option: Sonobouy visibility. The choices are the waypoint and either right click or press F2 or F9. The
Normal (sonobouys are prominently displayed), Ghosted unit will obey the commands when it reaches the waypoint.
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§ Quick Jump slots. § Can now select new home bases for multiple-selected
§ Quick Jumps can be used to rapidly shift back to a unit or aircraft.
contact. To use quick jumps: § New title screen selection: Resume from last autosave. This,
§ Select a unit/contact and zoom the camera to the desired level. true to name, loads the last successful autosave. This makes
§ Press CTRL+[NUM] (the number can be 1, 2, 3, 4, etc…) returning to play after an issue easier and more convenient.
and the camera altitude and location will be saved § Background music is now available. While only one track is
§ To jump to that unit/location, either press the initial included with the game, more can be manually added.
number or use the “quick jump” top level menu and select § New Realism Option: Unlimited Aircraft Weapons. When
from the list. The saved numeral is to the right of the unit in checked, this allows aircraft to have unlimited amounts
the menu for easy reference. of any loadout available. While this can be unrealistic
§ Note that quick jumping doesn’t actually select the unit/ (ie, compare the shortage of air-launched Exocets in the
contact, instead it merely moves to its location. Falklands War to the option of having all the Etendards
§ New game option: Reference point visibility. The options launch repeated mega-salvos with this checked) and
are “normal”, “small”, and “do not show”, the latter two unbalancing (the scenario may be predicated on the player
serving to reduce clutter. having small numbers of certain weapons at the air base),
§ The ability to set the activation time in the mission editor. it can be useful for quick scenario editor experiments or
This can be vital for both hands-off normal play and for scenarios where neither is an issue (ie, the available aircraft
scenario creators wishing to time missions launched by can only carry basic unguided weapons, but they would
computer controlled sides. plausibly be present in large numbers)
§ Side-level proficiency features, ranging from Novice to Ace. § Two significant changes to “bingo” (unable to safely return
Aircraft turn rates and weapon evasion calcs are affected by to base) fuel calculations. First is different margins. “High
side proficiency, as is the reaction time of all units. value” aircraft like tankers and AEW planes will play it
§ The map cursor databox (aka Black Box of Data) can be “safer” and automatically return on larger amounts of fuel
set to appear next to the mouse cursor, at the bottom of the than “expendable” aircraft like fighters. The second is that
map, or not show at all. any aircraft with fewer than 1,500 liters of fuel is considered
§ New feature: Mouse preview mode. Hovering over a contact “bingo” no matter how close or far from an airbase it is.
now displays the selection and datablock information for § “Strategic” (ie, ballistic missile) submarines now
that unit. It’s useful for checking contacts quickly. automatically move to avoid any potential surface or sub
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threats in their proximity. They’re there to launch missiles, EXAMPLE: A carrier group, including escorts with anti-
not engage in torpedo fights. ship missiles, is set to run a routine support mission. If
§ New Doctrine Option: Use SAMs in anti-surface mode. “engage targets of opportunity” is engaged, the escorts will
This enables or disables the use of naval anti-air missiles in automatically fire their ASMs at any appropriate contact when
an anti-surface mode. There are valid conditions for using in the proper range. If it is not engaged, they will not unless
SAMs freely against surface targets and valid conditions for the mission is changed or they are manually ordered to do so.
saving them for aircraft. § New event trigger: Unit Detected. The event will trigger
§ New Patrol Type: Sea Control Patrol. This folds ASuW [anti when a unit (filterable to varying degrees) is detected by the
surface] and ASW [anti-submarine] patrols into one. Units specified side.
under a sea control mission will engage both surface and § New event editor change: Event conditions. If included,
underwater targets. the event will only fire “IF” certain conditions, in this case,
§ Manual deployment of dipping sonar. Pressing shift+D side posture, are met. (IE, IF the “USSR” side is hostile, the
with an appropriate helicopter selected will have it hover NATO side will fire its nuclear missiles at 0430.
low over the water and deploy its dipping sonar. § “Hold Position” command added to the right-click menu
§ Can now edit names and delete specific aircraft directly for mobile ground units. This can be used to keep them in
through the air operations window. place if they’ve moved an inappropriate distance.
§ Sonar and sonobuoy mechanics modifications. First, § Database hyperlinks added for aircraft (in the “air ops”
older and/or lower-frequency sonars are affected more by window) and weapons (in the “unit weapons” window).
reverberation in areas like near ice packs or shallow water. Clicking them will bring up the DB viewer with the
Second, aircraft are now constrained by datalink limitations appropriate entry.
when deploying sonobuoys.
§ Secondary windows now remember their last positions and VERSION 1.03 (MARCH 2014)
sizes between sessions of running COMMAND. This helps This update was focused on performance, stability, and database
users keep to a familiar pattern. issues.
§ New doctrine option: Engage targets of opportunity. This § Aircraft loadouts now affect drag (all those bombs hung
means that units will engage any contact with which they underneath that F-105 are not going to help its agility).
have suitable weaponry for even if the mission tasking § A staggered list of autosaves, where the most recent autosave
doesn’t specifically call for it. is “autoscen_20”, with each autosave pushed back 20 (real
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world) seconds until autoscen_100 is reached. This can help § Selecting a unit now highlights and “thickens” its weapon
with finding issues, as an autosave shortly before (instead of range symbols in addition to the sensor symbols.
after) the issue can be reached. § Aircraft returning to base for reasons other than low fuel
§ Patrol throttle option added. Units with no other override now return at full rather than cruise throttle if possible to
obey this setting. It can be used if the goal is persistence reduce the time of vulnerability.
(creep/loiter), covering more ground (cruise) or moving § Unknown contacts can now be designated as friendly with
very quickly for the sake of evasiveness (full/flank). F and neutral with N.
§ Aircraft with an attack profile lower than the minimum § Improved weather effects modelling. Progressively thicker
release altitude of their carried weapons will try to fly just clouds have a progressively worse effect on EO and laser
above the latter so that they can reliably and precisely drop sensors (including laser designators).
their weapons (even if it’s at the expense of being more § Significant tweaks to “air boss” AI to unjam runways,
vulnerable). Previously, they dropped at maximum altitude, maintain formation cohesion and keep from needlessly
which was poor for any kind of unguided accuracy. sending aircraft back to their hangars.
§ Floating mines can now be detected by visual sensors
(including crew Mk1 Eyeballs) on ships and low, slow (less VERSION 1.04 (JULY 2014)
than 150m/450 feet and slower than 200 knots) aircraft. This update introduced a strike “auto-planner” and other
§ CTRL+Left Click and Move will create a new waypoint. improvements such as prosecution areas for patrols (see 7.2.3,
§ Major new game option-no pulse mode. The map and UI Patrol Missions) and sprint-and-drift movement for warships.
refresh every 0.1 seconds and the engine attempts to execute § New option to turn off the BMNG layer, which returns the
each turn as rapidly as possible. The result is a considerably map to a “retro” wireframe format.
smoother, quicker-running experience. (No-pulse is the § Added quick jump top level menu which lists all saved
default mode in 2.0) quick jump slots.
§ Engine throttle now affects the IR signature of an aircraft. § Prosecution areas (additional zones that patrolling
§ Whenever an aircraft being prepared is missing primary units will not enter normally, but will pursue contacts in)
stores (for instance, if an airbase has one sortie’s worth of added as an option to patrol missions. Prosecution areas act
bombs, they’re used up on the mission, and the survivors as a way to restrain patrolling units. For example, with a
attempt to rearm for another go-round), the outfitting is prosecution area, a patrolling aircraft neither breaks away
cancelled and the aircraft reverts to “reserve-clean” loadout. from its scheduled patrol to investigate a contact far away
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from the combat area nor tries to follow retreating enemy § A - Toggle Hold Fire for selected units (no AI attacks)
fighters all the way back to airfields with known SAM § Ctrl+A - Toggle Hold Fire for all units on current side
batteries around them. (no AI attacks)
§ Added double-click functionality. § I - Toggle Ignore plotted path when attacking for selected
§ Plotting course (F3): double-click when placing the last unit
waypoint when plotting a course to exit Plot Course mode. § Ctrl + I - Toggle Ignore plotted path when attacking for
§ Using Distance/Bearing tool (Ctrl + D): double-click to exit all units on current side
Distance/Bearing tool. § E - Drop Target(s)
§ Added CTRL+click and drag functionality. By pressing the § Ctrl + E - Disengage (Drop all targets)
CTRL key and clicking-dragging a waypoint or reference § L - Hold Position for selected unit(s)
point that already exists, a new one can be made. § Ctrl + L - Hold Position for all units
§ Most hotkeys now have a menu item. Three new menu § Alt+S - Toggle sides (switch sides) in scenario editor
categories added (‘View’, ‘Contact’ and ‘Quick Jump’) § P - Drop contact(s)
§ Added new window accessible via “Help-Hotkeys” that § Ability to configure ghosted unit visibility for groups under
displays all hotkeys. “map settings-show ghosted group members for…”
§ Added new hotkeys, including: § Ability to configure plotted course visibility under “map
§ V - Switch unit/group view, for laptops without a numeric settings-plotted courses”.
keypad § For ease of examining the mission details, the assigned
§ Ctrl+V - Toggle God’s Eye view mission description in the unit status window is now a
§ F11 - open Mission Editor hyperlink. Clicking it opens the mission editor with the
§ Ctrl+F11 - create new mission mission in question selected.
§ Ctrl+F9 - unit/group Doctrine + EMCON § Detected non-friendly unit groups (ie, airfields, naval bases,
§ Ctrl+R - rename Reference Point (not sharing ‘R’ hotkey mobile groups) are shown as groups (one “group” icon) rather
with Rename Unit) than as units (many individual icons) when in “group view”.
§ Ctrl+Del - delete selected ref point(s) § There are now eleven preset cloud cover profiles, with the
§ Ctrl+Ins - add ref point mouse pointer containing more information on them:
§ B - return to base § Thick fog 0-2k ft, solid cloud cover 7-36k ft
§ Ctrl+M - clear message log § Thin fog 0-2k ft, solid cloud cover 7-36k ft
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§ Solid middle clouds 7-16k ft, moderate high clouds 30- § The AI can now engage enemy SAMs in anti-surface mode
36k ft if able.
§ Moderate middle clouds 7-16k ft, light high clouds 27- § Significant improvements to intercept logic against
30k ft extremely fast targets (such as ballistic missiles and
§ Moderate high clouds 25-28k ft satellites). Launcher units begin tracking at much longer
§ Moderate middle clouds 7-16k ft distances and ensure all mandatory datalinks can be
§ Moderate low clouds 2-7k ft established.
§ Light high clouds 20-23k ft
§ Light middle clouds 10-16k ft VERSION 1.05 (SEPTEMBER 2014)
§ Light low clouds 5-7k ft This update was the first to be released on Steam and introduced
§ Clear sky a huge reform of aerial refueling operations, non-cooperative
§ Offboard sonar sensors (towed arrays, VDS) get half the target recognition radars, and “cranking” (slowing down in
own-powerplant noise reductions as hull sonars and a aerial combat as much as possible to reduce the time to close the
further reduction from the existing thermal layer and deep distance).
channel modifiers-there is a reason units that have them are Aerial Refueling: This update introduced many changes to
considered highly capable. help aerial refueling. The three biggest changes were:
§ When the player attempts to load a scenario that uses a § Crews becoming better and more context-aware about
missing database, COMMAND informs them of this and picking tankers.
aborts the load. § Tankers becoming better with managing their own fuel, to
§ The AI can now fire heavyweight torpedoes (ie 650mm prevent aircraft completely emptying them.
Soviet monsters) at a maximum range of 8 nautical rather § Aircraft returning from missions no longer headed for
than the minimum of six kilometers.Later updates would tankers if not necessary.
allow for more fine-tuning of torpedo launches. There were subsequent tanker improvements between this and
§ The database “Weapon” page now features guidance details V2.
for the currently displayed weapon, useful for, say, seeing NCTR: Certain radars have a “non-cooperative target
what versions of a missile have an IR seeker and which have recognition” function. As of V2, the database entry for a unit will,
an SARH seeker (the Soviets loved making dual versions of on its sensors list, contain a note if the radar has NCTR capability
the same airframe). or not. The two types of NCTR radars are:
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JEM-Jet Engine Modulation. This requires a “look” at the introduced as an “action” in the event editor. Scripts
blades of the engine, and thus requires the target’s front to be included spawning units, assigning/swapping missions,
facing the radar (within 15 degrees). changing EMCON settings, and changing the weather.
NBILST-Narrow Beam Interleaved Search and Track. This is § Surge and quick-turnaround times in air operations:
more advanced and can work from any angle. Doctrine can now be set for either “Surge” (the previous
default, rapid pace like at the start or climax of a campaign)
BVR Cranking: or “sustained” (significantly slower, “one package a day”
Starting in this update, aircraft launching BVR missiles proceeded model) mode that will affect how long it takes to ready
to “crank” after firing. Cranking means the launching aircraft will aircraft. Quick-turnaround has been introduced for
simultaneously slow down and turn as far away as possible from certain loadouts that have both simple weapons (ie, usually
the target while still being able to guide the missile. The goal is to unguided bombs/rockets, nothing that requires advanced
preserve the range advantage as much as possible. The degree to setup/programming) and an inherently simple mission (ie,
which aircraft can crank is now customizable in V2. “fly out, bomb, repeat as necessary). However, after a certain
amount of flight time, a long cooldown period is needed.
Damage Reform The default quick-turnaround mode is for “fighters and
Damage rates to vehicle subsystems increased, messages updating ASW” aircraft, which allows for appropriate aircraft with
the player on their status appeared in the message log, and the simple anti air/submarine loadouts (that would realistically
damage control window now color-coded subsystems in various need to launch quickly) to deploy rapidly without
levels of damage. Yellow is lightly damaged, orange is moderately unbalancing the rest of the scenario.
damaged, orange-red is heavily damaged, and red remains the § Unit level proficiency settings. While side-level proficiency
color for a system that’s destroyed outright. settings were added in 1.02, this enables it to be changed
for specific units to simulate differences among individual
VERSION 1.06 (DECEMBER 2014) crews/formations. Whereas in past versions of COMMAND,
This update introduced Lua scripting (see 5.3, Lua), differing one would have to make two different allied sides (IE, “Iraqi
turnaround times for aircraft (see 3.3.7, Air Operations), and Republican Guard”, “Iraqi Regular Army”) to have varying
unit level proficiency settings. proficiency, this enables a scenario creator to have one
§ Lua: This update introduced the first Lua scripting individual side (IE, merely “Iraq”) and individual units
functionality into COMMAND. In this update, Lua was varying from aces to novices.
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§ New feature: Satellite pass predictions. For all their § Unit is damaged
invaluable strengths, one large, constant weakness of § Unit is destroyed
satellites has been their predictable paths. Selecting this § Unit is detected
function from the “game” menu and clicking at any point § Unit enters an area
on the map will bring up a prediction window of how long it § Unit remains in area
will take for the satellites in the scenario to reach that point So whichever unit causes of the above triggers to fire, it
and how long they will stay in sensor coverage once there. gets tagged as “UnitX”.
§ Patrol/Support altitude overrides. Aircraft on patrol and You can then use this special variable as a reference in
support missions can be ordered to fly at a specific altitude, any Lua-mapped function that takes a unit’s name/ObjectID
either in transit or on station. as a parameter (so for example you can dictate “whichever
§ Radars able to detect ground targets are now limited by unit enters this area will get assigned to this mission”).
target speeds. A stopped unit is harder to pick up on radar § New Message Type: Mine Contact. Like all other message
than a moving one. types, it can be configured to show a popup and appear on
§ “Submarine Datum” contact: If an inbound torpedo is the message log. This specifically has to deal with naval
detected, a circular 10nm wide submarine contact is mine contacts-a warning that one might have approached
generated under the premise that the launching unit is close a minefield may be important.
by somewhere. If a sub-launched missile is observed leaving § Altitude parameters on a loadout’s mission profile are now
the water, likewise a smaller 1nm sub contact is generated. enforced for patrol and support missions.
This makes ASW more effective. § Select New Homebase now works for all unit types, not just
§ Improved refreshing of the DB viewer window when aircraft and groups of aircraft.
different units/weapons are selected, preventing the need to § New event trigger type: Scenario is loaded. If the current
constantly close and reopen it. scenario time is at or before the “start of scenario” date and
§ Fixed a long-standing bug on the “unit enters area trigger” time and the scenario is loaded, the trigger is activated. This
where the event would fire continuously whenever the unit is an alternative to the older “timed for one second after
was in the area. Now it fires properly when the unit “steps in”. scenario start” trigger used for a similar effect.
§ Special Reserved Variable For Event Engine: UnitX. This § Improved cloud and thermal layer indicators on throttle/
is a global (scenario-wide) variable representing the active altitude window. This displays a series of indicators at
unit responsible for firing any of these triggers: various altitudes indicated where the clouds/layers are. This
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helps for determining say, the right altitude to fly a laser- § Pressing CTRL-X now copies the lat/long coordinates in
guided bomb strike at, so that the designator isn’t blocked decimal form at the current mouse cursor location to the
by the cloud. clipboard. For example, pressing CTRL-X while the mouse
§ Patrol change: Minimum # of units on station. This can be cursor is hovering over Reykjavik, Iceland and then pasting
used to try and put a certain number of units on station at will get the coordinates latitude=’64.1305923461914’,
any one time. When it and the 1/3rd rule are both checked, longitude=’-21.8313770294189’.
the larger number takes precedence. This can be very useful for say, getting the right spot for
§ Additional factor for naval gunnery-ship size. A large ship a Lua script to spawn a unit later.
will be more stable even in rough seas, while a small vessel
will get tossed around more, limiting its accuracy. VERSION 1.07 (MARCH 2015)
§ Modified patrol behavior for aircraft. Aircraft will stop This update introduced...
pursuing an identified target if they do not have the means § Weapon release authorization. Players can configure the
to engage it. This solved the “Without being microed away, number of weapons launched against a specific target, the
your MPA flies in circles above a hostile ship until it gets number of launchers in a salvo, and can limit the range at
shot down” issue. which the AI will fire a weapon (ie, so that they don’t waste
§ Torpedoes can be fired to max kinematic range. A new weapons in a launch that will almost if not certainly miss)
doctrine option (configurable for units and sides) allows § A revamped mission editor. Compared to the pre-1.07
torpedoes to be launched at their kinematic range. This can mission editor, the newer one enables flight size changes,
be set for manual shots only or AI engagement as well. “scrub measures” (to enable one-and-done strikes or to
(Warning: not recommended against anything except a prevent increasingly smaller flights from pointlessly taking
completely unaware target. Don’t say we didn’t warn you) off to something they can’t complete), and the choice
§ New ScenEdit feature: Clone unit. Unit customizations are of straight-line or angled flight paths. See http://www.
copied along with the original class and name of the unit. warfaresims.com/?p=3653
§ Added option to identify the selected unit/contact’s image § “Auto-bundled” scenario attachments. See http://www.
as a thumbnail on the right-side information panel. warfaresims.com/?p=3710
§ Aircraft on RTB orders for reasons other than fuel § Updated UI functionality.
exhaustion now accept course orders.
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Updated functionality § Added ‘Doctrine’ button to update various setting for boats
§ Ignore plotted course when attacking: moved to doctrine whilst still in dock/davit
§ Hold Fire turned into doctrine setting and merged with § Added context (right mouse-click) menu
Engage Unknown to become Weapon Control Setting (WCS)
§ Added menu item to window for configuring Quick Weapon Allocation (‘Attack Target’) window
Turnaround for airborne aircraft The Weapon Allocation window has been re-designed. One of the
§ Added menu item to window for setting fuel and airborne most noticeable changes is the ability to multi-select targets and
time for airborne aircraft assign salvos to all with one mouse click. This functionality uses
the Weapon Release Authorization (WRA) table to automatically
Doctrine changes create fire missions with pre-defined weapon quantities. It should
§ Doctrine tab in Doctrine window re-done be noted that assigning salvos this way does not take into account
§ EMCON tab in Doctrine window updated shooter limitations or automatic fire range limitations. Pressing
§ Added Weapon Release Authorization (WRA) tab to the ‘Assign Salvo’ button multiple times will add additional salvo
Doctrine window quantities of weapons.
§ Ctrl + Shift + F9 opens side-wide Doctrine window Another significant change is that the number of weapons fired
or already impacted as part of the ongoing salvo are displayed
Air Ops (F6) window alongside yet-to-fire (assigned) weapons. This means the player
§ Added ‘Assign to mission’ button to allow the player to gets a much better overview of what targets are currently under
assign aircraft to missions fire and the weapons involved.
§ Added ‘Doctrine’ button to update various setting for The updated window also allows the player to add and remove
aircraft whilst still on the ground shooting units and targets. In theory, this means that the player
§ Added context (right mouse-click) menu only needs to open the window once per scenario, and add/
remove units and targets as needed. Destroyed units and targets
Boat Ops (F7) window are automatically cleared from the list.
§ Window redone, added ‘Abort launch’ button and synched Finally, the player can now resize the window, and it will also
looks and functionality with AirOps auto-update when the player runs the simulator. The player can
§ Added ‘Assign to mission’ button to allow the player to also de-allocate large quantities of weapons with one mouse click.
assign boats to missions
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§ New weapon type: Enhanced fragmentation warheads, approach speed and knowing not to chase targets they’ll
intended as a modern alternative to cluster rounds. never catch)
§ New weapon type: contact explosive (sabotage and suicide). § Snap up/down (how fast and far they can move vertically)
§ New “ship” (aka “that’s no island, it’s an aircraft carrier”) limits are now applied to AAW guided weapons.
category: Mobile Offshore Base. The hypothetical Mobile § Side-firing (AC-130, etc…) gunships now manuever
Offshore Base has been added to the database and is properly to line up their weapons.
designed to accommodate any aircraft type that can fit on § UNREP is now performed at a more realistic pace, and fixes
its runway, even one that isn’t normally carrier-capable (so have been introduced to prevent overloading mounts on the
a MOB can hold F-16s and A-10s, for example) ship being replenished.
§ Aircraft body IR signatures are now dependent on speed. § New side-level option: Can auto-track civilians. The selected
This mainly affects aircraft that can move very fast (and side automatically sees and tracks civilian/commercial units.
thus have a lot of heat friction) for a sustained time. This simulates access to publicly available tracking sources,
§ Bringing up the weapons window and clicking the “show and can be useful for law enforcement scenarios or to keep
arcs” checkbox now reveals the engagement arc of a unit units from pointlessly chasing obvious civilian contacts.
mount. § Mechanical-scan radars can no longer conduct volume
§ The manual weapon allocation window can now optionally scans while guiding a weapon, going “blind” while doing
present “soft” restrictions (ROE, etc..) which prevent auto- so (this is why fighters operate in pairs!). (An advantage of
fire even if the “hard” restrictions (ability to see/illuminate phased array and ICWI radars is that they can)
the target) are in effect.
§ Targeting vectors turn yellow when the unit is physically VERSION 1.09 (OCTOBER 2015)
able to engage the target but not cleared to do so, and green This update accompanied the Northern Inferno DLC. New
when they are cleared. features included campaigns (5.4.2, Campaigns), EMP blasts
§ Added “reset all side scores” on Losses/Expenditures from nuclear detonations that can destroy sensors, and new Lua
window. scripts (5.3, Lua.)
§ Coastlines and borders now fade out as the player zooms in § Campaigns. This allowed for the creation of campaigns
on the terrain. like Northern Inferno. Players can now create a set of
§ Subs now always snorkel/recharge if at periscope depth or linked scenarios with a score threshold that must be met
higher, and now handle their speed more intelligently (via to progress to the next scenario and an ending description.
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§ EMP blasts. Nuclear detonations now produce an EMP VERSION 1.10 (FEBRUARY 2016)
blast. The effect of the blast does not depend on the yield of This update included Steam Workshop support. It also included
the nuclear warhead, but rather on its altitude and distance cruise missile waypoints (so they can go around enemy SAM
to the target. The state of the target system also matters. A sites or behind mountains to conceal themselves), improvements
turned-off system can still be affected but is less vulnerable. to the ECM model, weight-dependent aircraft kinematics, and
Extremely important is the generation of the system-early improved “Cooperative engagement capacity” (where something
vacuum tube electronics are the most resistant, which each other than the launcher can guide weapons).
succeeding generation becoming less and less so. § Special Actions: These Lua script actions can be created by
§ Lua: Two Lua scripts were added: the scenario editor and activated in normal play as a sort of
§ Add Explosion. This enables a warhead to be detonated in gamble. For instance, a player can attempt a high-risk, high-
a certain place and altitude. This can be used to simulate reward commando operation or conduct a routine request
everything from high-altitude EMP-inducing nuclear for reinforcements.
blasts to conventional explosions. The ID number of § Steam Workshop: Now COMMAND scenarios can be
a warhead used for the detonation can be found in the uploaded to the Steam Workshop. To upload, simply go to
“weapons” section of the database under “warheads”. the editor menu (in the Steam version, of course), and select
§ Change Unit Side. Self-explanatory, this allows a unit “Publish Scenario To Steam Workshop.”
to switch between sides. It can be used to simulate § Waypoints for cruise missile attacks. To use them, go to
something like a boarding party taking over a vessel. ‘weapons allocated by selected attacker(s)’ in the “engage
targets (manual)” window, press the ‘plot course’ button,
New Map Features: and then ‘draw’ an apropriate path, pressing the F3 button
§ Place Names. This toggleable option included countries, when a satisfactory one has been created. The courses can
cities, and major geographic features. be reset by clicking the ‘clear course’ button in the window.
§ Contact Emission changes. Either all emissions (so an SA-2 § Improved ABM modeling. This update introduced changes
site would display both the Spoon Rest search radar AND to anti-ballistic engagements so that complex situations like
Fan Song FCR) or only fire-control related emissions (just the Patriot-vs-Scud engagements in the Gulf War could be
the Fan Song). This feature was added to prevent clutter readily simulated.
when viewing contact with large numbers of sensors
emitting.
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Ordinary SAM warheads now have only a 15% chance of outright down and cover a far larger area than warships blocked by
destroying a ballistic missile target even if the endgame calc to hit the horizon, terrain, or both.
it is successful. They have a 30% chance of causing a significant § Improvements to electronic warfare modeling. Older-
(CEP tripled) deviation of the warhead’s path. Otherwise, it will generation jammers are less effective against modern radars
only cause a minor deviation (1.5x CEP). and vice versa. Phased-array radars (especially AESAs) are
Advanced SAM warheads include “Directional-frag” warheads particularly effective at avoiding being jammed.
that double the previous values (30% destruction, 60% significant
deviation), and “hit to kill” warheads that, if they connect, will VERSION 1.11 (MAY 2016)
reliably destroy the missile every time. This update introduced pier operations for long term scenarios
Trajectory deviation multipliers for ABM engagements that (see 3.3.8, boat operations), more advanced options for aerial
don’t outright destroy the missile are cumulative. This means, doctrine (ie, to enable being cautious on fuel or “fire one salvo
particularly if the ballistic missile wasn’t the most accurate to and run” attacks), the ability to spot enemy aircraft/ships in their
begin with, that a series of hits that fail to completely destroy the host bases, advanced submarine doctrine, and further refining of
warhead can still knock it away from its intended target. aerial refueling doctrine.
§ Aircraft kinematics affected by weight. Aircraft now have § Expanded “Winchester” and “Shotgun” weapons states.
a “weight fraction” rating of the weapons and fuel load Aircraft can do everything from launch one long-range
carried on them compared to the nominal, best-case salvo and return to base to stay around and fight to the last
scenario (clean and not much much). Even before other cannon round.
factors like crew skill, missile position, and altitude come § Expanded “Joker” and “Chicken” fuel states that trigger
into play, an aircraft with a higher weight fraction will be fuel-based RTBs other than the previous “Bingo” fuel state.
less manueverable and thus less likely to avoid an attack. § Pier Operations. Ships can be rearmed and repaired at
§ Cooperative Engagement Capability. What this means in suitable bases now, although it takes considerable amounts
short is that a unit other than the launching one can guide of time for all but the smallest ships. Because of this, a
a weapon provided it has a proper datalink. To elaborate, “withdraw/redeploy” settings window has been added to
it rapidly expands the possibilities, turning weapons into determine when they go out and when they go back (there
more than the sum of their parts. An E-2D with CEC are more than a few historical occasions of not-fully repaired
datalinks can aid greatly in fleet defense, as it can look ships being pushed back out because of time constraints).
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§ Hosted units (aircraft/ships) at bases can now be observed § Refined pathfinding engine. There’s an optional “fine-
by other sides if they’re in an open facility like tarmac spaces grain” navigation configuration that’s more precise but
or are spotted taxiing to a closed hangar. highly CPU-intensive.
§ Massive improvements to air-to-air refueling mechanics. § Unguided bombs and rockets dropped in salvos now use
See http://www.warfaresims.com/?p=4190 a more realistic “stick” method of landing. In previous
§ Major update to submarine mechanics. Air Independent versions of COMMAND, a large volley of bombs would
Propulsion systems have gotten a major rework, now being “splatter” across a wider area, each one being considered
only able to keep up with battery series at creep throttle. its own calculation. After this update (and in V2), they will
Many new submarine doctrine features have been added, fall in a line near the area of the first impact. The dispersion
such as: of the weapons still can vary based on factors like altitude,
§ Dive when threat is detected (with the intensity of the the proficiency of the dropping aircraft, and the technology
“threat”) configurable. level of the bombsight on the dropping aircraft.
§ Recharge battery %, transit/station-choosing the point This means that an aircraft unleashing all its unguided
when the submarine snorkels to recharge its batteries. weapons in one volley can only truly attack one aimpoint at
§ Recharge battery %, offensive/defensive-as above, only a time, meaning area damage is dependent on more bombs
when the submarine is actually engaged in combat. (there’s a reason for the monster potential bombloads
§ AIP usage. Allows the player to limit AIP usage, including on classic aircraft like the A-6) and that a stick of bombs
saving it for combat. dropped from say, an old bomber with a rusty crew from
§ Dipping sonar. Enables unassigned helicopters to dip their high altitude against an airfield can easily (and realistically)
sonar if they’re at the right altitude. Disabling it means miss it altogether and do no damage to the target.
they’ll only dip if manually ordered or on an appropriate § Changed how facility aimpoints, especially armored ones,
mission. are affected by blast damage.
§ Avoid contact-selectable options are “yes” and “no”. § Changed cluster bomblet effects-due to having many small
§ Significant changes to replenishment rates, both UNREP explosions, they are now much more likely to cause fires
and in piers. and inflict component damage.
§ Aircraft may now jettison their ATG stores under § Units can no longer perform component repairs if they have
attack when a doctrine setting allows for the sake of more than minor flooding or fire. The crew is too concerned
maneuverability under fire.
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with trying to keep the ship from sinking or exploding to and a warning is given if invalid polygons have been made
worry about the radar dish with disconnected wires. (this happens often with older scenarios made in early
§ Only minor component damage can be completely fixed versions of COMMAND).
while a ship is underway. More serious repairs can only be
conducted in a port. VERSION 1.11 SR1
§ Due to the introduction of pier operations, “Unlimited § Significant improvements to stick bombing mechanisms.
Weapons At Airbases” realism setting is now changed to The type of aircraft and number of bombs now has an effect
“Unlimited Base Weapons”, covering ports (ie, reloads for on spacing between individual bombs.
missile boats) as well as air bases. § All weapon impacts (hits and misses) are now briefly shown
§ The “Docking ops” window now has additional columns to on the map.
display fuel, damage, and weapons. It also has color-coding § When using the “zoom to the cursor position” option, after
to determine a unit’s readiness compared to doctrine (an zooming, the mouse cursor is re-centered at the map.
AI unit will only deploy if it’s all “green”, but it can still be § Keyboard tweaks. Spacebar instead of F12 now pauses the
overridden manually by a human side). game. | shifts to the next unit.
§ Terrain-following “above ground level” (as opposed to § COMMAND can now load and run much larger scenarios
“above sea level”) settings are now available for aircraft with over 10,000 active units.
under the throttle/altitude window. This enables units with § Fixed an issue where an autosave failing due to memory
terrain following radar capabilities (ie, F-111s) to do their exhaustion crashed COMMAND. Instead, a popup is
thing. displayed notifying the player of the failure.
§ When a mission fails to launch aircraft, a logged message § Improved support for high-DPI desktop resolutions.
explaining why is now generated. § Recording tweak: Maintain God’s Eye enabled/disabled
§ New “Game Speed” options window to disable features that preference between frames during playback.
cause slowdowns. § You can now enable/disable non-navigation zones and
§ Mine deployment depths are now displayed in the DB exclusion zones, in two ways:
viewer. a. Through the UI, as the grids on the relevant windows have
§ Area validation-all windows with area editors now have a an extra “Is Active” checkbox for each zone entry.
“validate area” button to see if the polygons are valid or not. b. Through Lua. Usage example:
All areas in a scenario are automatically validated on load, mySide = VP_GetSide({Name=”US”})
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§ Gun rounds now lose kinetic energy the farther they travel, are more resistant to damage. Damaged aircraft that return
with corresponding effects on their damage and penetration. safely to base can still require long periods of time to repair-
§ Detection checks now take sensor min/max altitudes into frequently longer than the remaining time in the scenario.
effect. (Many air-search radars have low detection altitudes, § Major new feature: Cargo. Now amphibious and air-landing
for instance). operations no longer need to be “simulated” with either
§ The localization logic previously used for ASW aircraft teleportation events or Lua spawns. Cargo operations can
prosecutions is now used for any non-aircraft unit searching be performed manually or as part of a cargo mission.
for a known but imprecise contact. § New weapon types.
§ Added loiter ability for certain tactical decoys. § Lasers
§ Large number of new and updated Lua methods. § Tactical EMP
§ Lua commands and responses (including errors) now saved § Railguns/HVPs
to a log file. § New 2x time acceleration setting, in case real time was too
§ Improved Lua error handling. Errors are displayed and slow and 5x was too fast.
execution stops when running in console mode. When § Improved support for 4K/UHD screens.
running from special-actions, the function returns NIL but § “NO-CAV” is now displayed on the unit status panel for a
the script continues to run. The error is shown in the Lua unit deliberately slowing down to avoid cavitation.
variable ‘_errmsg_’ and the function in ‘_errfnc_’ § Addition to passive sonar model-Sonar masking. A quieter
unit can use the noise generated by a louder one to hide. This
VERSION 1.12 (MAY 2017) is, unsurprisingly, less effective against more advanced sonars.
This update accompanied the Chains Of War DLC. New features § Lua: Fix manual/desired speed on SetUnit()
include comms disruption (see 10.7, Comms Disruption), § Lua: Enhance EndScenario trigger/action
aircraft damage (see 5.4.9, Scenario Features and Settings), lasers, § Lua: Enhanced “Unit Detected” event trigger
railguns, and EMPs.
§ Major new feature: Comms Disruption. This enables VERSION 1.13 (OCTOBER 2017)
realistic cutoffs from the network. (awaiting new revision) This update added chaff dropping, changes to AAW/ABM
§ Major new feature: Aircraft damage. Now aircraft (when mechanics (with more advanced missiles being more capable
the feature is enabled) are no longer destroyed by any and taking intercept angles into account), and a new Lua console
successful hit. Larger and/or more heavily armored aircraft which serves as the base one in VNEXT.
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§ New Feature: Tactical Chaff Laying. Under “attack options”, VERSION 1.14 (FEBRUARY 2018)
a unit can be ordered to lay down either a single bundle This update accompanied the Silent Service DLC. It includes
of chaff (single burst) or keep going until it runs out or is contact detections on the right sidebar (so the player can see what
ordered to stop (continuous stream). detected a certain contact), a “do not cavitate” option for ships or
While disruptive to radar, chaff has its limitations which subs wanting to stay quiet, and reattack capabilities for torpedoes
led to its relative decrease. First, aircraft must be in rather and certain missiles that initially missed.
than simply behind the corridor, and, when faced with 3D § New UI feature: Recent contact detections. Contact recent
radars, must take care with their altitude so that they’re at detections, ie. a list of the most recent successful sensor
the same level as the cloud. detections on a given contacts, showing who detected it and
Chaff is also most effective against older and/or lower how. Example: https://i.imgur.com/aEmfJnq.png
frequency radar sets. A modern AESA will simply ignore Clicking on the sensor name brings up the DB viewer
it completely. page of the carrier platform and highlights the sensor stats.
§ New feature accessible from the throttle/altitude window: Clicking on the detector platform name selects the platform
Sprint and drift for single units. The set speed is now the and centers the map on it.
average speed, with the AI speeding up and slowing down This can be quite useful in situations where it is not
as necessary. clear which of multiple units actually detected a contact
§ Isolated-POV (on-grid status) tweak: Visual indicators (e.g. a surface group tracking a target) or in cases where
(dashed rectangle) for which of the displayed contacts are it is desirable to understand which of multiple different
actually detected by the selected unit. sensors can actually hold the contact (quite common e.g. in
§ Changes to AAW mechanics with detailed aircraft damage. submarine & ASW operations).
Planes with a pressurized cabin are instantly destroyed if they § New feature: Mark Contact Position, accessible by right
have fuselage penetration, there’s a chance the flight controls clicking on the contact and selecting “mark contact
will be destroyed (dooming the aircraft) in fuselage hits, position”. It’s useful for determining possible locations of
anti-missile engagements now have reduced chances to hit uncertain contacts tracked over a long period of time.
in oblique/crossing engagements, and AAMs with advanced § New Throttle/Altitude Window feature for ships and
fuses can do more than their nominal amount of damage. submarines-avoid cavitation. If enabled, the AI crew will
§ New V2 Lua console. This serves as the Lua console in move slowly enough to prevent noisy cavitation. It is ignored
COMMAND 2.0
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if the ship is avoiding a weapon (after all, it’s already found § New feature: Cargo pickup. Currently works only with
and engine noise is the least of its worries) aircraft (helos and VTOLs), and is manual-ordered only
§ Users can now create circular areas of reference points in (no mission-driven behaviors as yet). To perform it, right-
addition to the older rectangular ones. With CTRL-right click on a suitable aircraft and select “Select unit(s) for
click, there is now a “define area - circle” option in addition pickup”. The cursor will change to a targeting crosshair and
to the “define area - rectangle” you can select one or more target units from which to pick
§ New feature: weapon re-attacks. All torpedoes with terminal up cargo-type mounts, if they have (for example, to order a
guidance and several modern ASMs have reattack capability helicopter to pick troops from a mobile ground unit). Once
(if they have it, it is marked as such in their database entry). it has picked up cargo, the aircraft can be ordered to RTB,
Reattacking is possible if they are successfully jammed/ and upon landing it will unload the cargo to its host unit.
decoyed just prior to impact, or if they fail their hit-or-miss § New feature: “Flaming datum”. When a ship is hit by a
check. In the latter case, the weapon must also pass a reliability completely undetected torpedo, an underwater “probable
check, with the chance of a dud being ¼ of the original PoH. sub” contact is generated at the point of impact, giving any
(For example, a torpedo attacks with a PoH of 80% and available ASW units a place to start looking.
misses. The weapon can re-attack, but must first pass a § Ferry missions can now be used for ships and submarines.
reliability check with a 20% chance of failing (80% * 0.25). § Improvements in submarine damage model. Now only
If the check fails, the torpedo is a dud. If the check succeeds, shaped-charge warheads (on certain modern torpedoes)
the torpedo can proceed to re-attack either the same target can penetrate underwater submarines. Normal explosives
or anyone else it acquires.) do more realistic shock damage from detonating close to
If the weapon is eligible for re-attack, it passes right over/ the hull.
under the target and begins a spiral search until it is able to § New ScenEdit feature: “Chance of appearance” (Right click
re-acquire a target (or runs out of fuel). on unit in ScenEdit --> Scenario Editor --> Chance of
§ New feature: Torpedo wire breaking. If a submarine appearance). This allows setting easily the chance of a unit
conducts a “crash” turn (1.25 times faster than its standard actually showing up on the next scenario load (at normal-
turn, used only for weapon evasion) or is moving faster play mode). Units that fail the appearance check are discarded
than ten knots while firing the torpedoes, there’s a chance permanently. Applies to platforms only (not weapons).
of the guidance wires breaking and the launched torpedoes § When exporting facilities using .inst files, boats berthed in
becoming autonomous. these facilities are retained. This is makes it easy to preserve
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nominal fleet ORBATs for specific historical periods (e.g. (e.g. prefer underwater sensor and weapon rings if conducting
which ships were berthed in Norfolk on June 15, 2006). ASW operations). This does mean, however, that if a player
§ Min/Max target range for ships/subs/facilities/land-units prefers to apply his own custom settings at the start of a scenario,
on strike mission (e.g. “intercept and engage only targets he has to do this at the start of each new game session. (Settings
within 200nm of your position”), similar to the previous are automatically persisted & applied when resuming from a save
“tethers” used for aircraft at their bases. to continue an ongoing session).
§ The mission editor can now define how many aircraft This situation has led to one of the biggest user complaints/
in a patrol will investigate & engage contacts, as well as requests, ever since the v1.0 release of Command, to be “I am
wingmen behavior. This is to prevent “contact pileups” tired of setting my own custom map settings every time I start a
where, for example, a single unidentified aircraft would into scenario anew. Can we get an option to persist my custom settings
the patrol/prosecution area, causing every fighter on patrol and automatically apply them into any scenario I start playing?”
to just drop everything and scream towards it. We explained why this could be a bad idea (for example, it’s
§ Configuration files (*.ini) are now automatically consolidated an excellent way to miss potentially important information that
at the [CMANO]\Config folder for easier management. the scenario author has laid out for the player’s attention), but the
request remained constant. So we obliged, and it is now possible
VERSION 1.15 (MARCH 2019) to do precisely that.
This update included tweaks to visual/IR sensors to make them Let us see how this works:
more realistically imprecise, a dynamic order of battle window, To begin with, set up your map preferences just how you like
a personal persistent map option (use at your own risk), and them - range rings, targeting & illumination vectors, datalinks,
changes in BVR doctrine (see 3.3.13, Doctrine) reference points, sonobuoys, datablocks etc.
Open the “Game Options” window, go to the “Map Display”
Personal Persistent Map Settings: tab. There, you will notice a checkbox labelled “Use personal map
As we previously saw, the various map information and visibility preferences” and a button labelled “Save current map profile as
settings (which layers to display, which range rings/wedges to personal”:
show, misc. information such as targeting and illumination lines Clicking on “Save current map profile as personal” will make
etc.) are set individually for each side in a scenario. This makes the current active map profile your personal, persistent one.
sense from a scenario design viewpoint, since each side may have Checking the “Use personal map preferences” will enforce
different priorities depending on its overall operational tasking usage of your persistent map profile. From now on, whichever
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scenario you load and whichever side you switch to, the map course guidance to the missile. If radar contact is lost for
profile settings in effect will be those of the persistent one. more than 5 seconds, the missile goes into a “blind” state
To stop using the personal persistent profile, simply uncheck and flies straight ahead (similar to SARH weapons who lose
the “Use personal map preferences” checkbox. The map display guidance). (Appropriate AI/EMCON logic has been added
will immediately revert to using the settings that the scenario to encourage this).
author offers as default for the scenario & side at hand. § Note that CEC-capable weapons such as AIM-120Ds can
§ Dynamic Order Of Battle Window. The “List by group” page be launched “blindly” provided there is another appropriate
of the ORBAT window is now dynamic, ie. it automatically unit to guide them.
refreshes as units are added or destroyed, take off, land, deploy § BVR Engagement Logic doctrine settings.
or re-dock to their parent, join or leave a group etc. This § This changes the doctrine aircraft will follow when engaging
makes it possible to keep the ORBAT window continuously with long-range missiles. The three choices are as follows:
open as a “running tally” (and quick-jump source) of friendly § Follow missile straight-in: The aircraft will continue to
forces during a scenario, instead of a static snapshot. follow the missile straight towards the foe. This can be used
§ IR and visual sensors can now only generate precise contacts to simulate a unit with rigid doctrine, poor training, and/or
at short range, removing the old, unrealistic feature where a desire to close to visual range quickly.
a visual spotter could see an aircraft and instantly know its § Crank if possible (DEFAULT): The aircraft will “crank” by
exact position. tilting to the edge of its guidance radar and slowing down.
§ Finally resolved the long-standing issue of “blind AMRAAM This symbolizes a desire and training to stay at long range
shots”: if possible.
§ Units firing AAW ARH weapons (e.g. AMRAAM) must § Crank and drag: The aircraft will not only crank but will,
now actively detect the target on their own radar before once the missile goes active and its guidance is no longer
being able to fire the weapon (ie. it’s no longer enough to necessary, “drag” and move away from the target. This
receive offboard contact from e.g. AWACS and fire based symbolizes a greater desire to stay at long range at any cost
purely on that). This makes it much more challenging to as well as the skill to do so.
employ AMRAAM-class weapons against stealthy targets § Updated South China Sea terrain data.
or in a heavy-OECM environment. § The diesel “noise penalty” for snorkeling submarines is now
§ After launching an AMRAAM-class weapon, the unit must gradual and dependent on the speed of the submarine. Not
still keep detecting the contact in order to provide mid- surprisingly, stationary subs are very quiet while rapidly
moving subs are very loud.
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§ When clicking any of the messages on the interactive § UI addition: throttle/altitude shortcut buttons on right
message log, the map will auto-center on the message column: https://i.imgur.com/kojiBTA.png
origin location. § New UI feature: Contacts list on the ORBAT window:
§ Messages are type-color coded, both on the message log https://i.imgur.com/iPNPEu6.png
and in the balloons. Example: https://cdn.discordapp. § UI addition: “Edit hosted boats” and “Edit hosted AC”
com/attachments/285833706273243138/4517540067973 shortcut buttons in unit status panel. These are visible only
52960/xFzgVmF.png in ScenEdit mode (and as applicable, e.g. a platform will no
§ When used in detached mode, the interactive message air facilities will not display the “Edit hosted AC” button),
log can also switch to the “classic v1” raw-text style and and allow you to directly jump to the relevant windows:
back again, by clicking on the “Switch to [other style]” https://i.imgur.com/Jd7o1VR.png
button: § UI tweak: When selecting a group member on the group-
https://i.imgur.com/G2Eof7L.png status panel (for a mobile group only, not land installation),
https://i.imgur.com/H5PBcpu.png instead of displaying the DB entry for the unit, the map now
§ Players no longer need to manually download and install selects and centers on this unit and switches to unit-view
the unit image packs; images are now automatically if necessary. This makes it easier to quickly jump into a
downloaded on-demand and displayed when a respective specific unit from group-view.
unit is selected. § UI addition: Keyword search on ORBAT window. This
§ The map engine has been re-written almost from scratch, to works similarly to web browsers, ie. as you type the desired
offer a fast, smooth-flowing pan & zoom experience. keyword, entries matching are highlighted: https://i.imgur.
§ UI addition: A series of shortcut buttons are available com/NLI3ZaW.png
under the main menu, to provide quick navigation to most § Map/UI addition: Show list of currently selected friendly
common commands and windows. These can be toggled units grouped by class/type, similar to Homeworld.
on/off by the “Show/Hide Shortcuts” button: https://i. Example: https://i.imgur.com/F2eJqKj.png
imgur.com/tT8KhD0.png § UI addition: It is now possible to have multiple windows of
§ UI addition: The “Evaluation & Scoring” window now has the DB-viewer open concurrently
a “Scoring Graph” tab, where the player can witness the § UI tweak: The throttle/altitude window (aka F2 window)
change of the side score over time, along with the reason for more clearly distinguishes between having selected a
the changes. Example: https://i.imgur.com/ulmYdux.png waypoint of a unit’s plotted course or the unit itself.
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Example with waypoint selected: https://i.imgur. of the specific desired unit. Example: https://i.imgur.
com/2Sfo3nS.png com/2ZTADQn.png . This is designed to avoid the need for
Example with the unit itself selected: https://i.imgur. extreme close-up on a map location just to select a unit.
com/zNMyuBX.png § New UI window: Line of sight (LOS) Tool. The LOS tool
Also, by using the white “previous” and “next” arrows offers a new capability for visualizing sensor LOS of a given
next to the unit/waypoint description, it is possible to select platform or an arbitrary geopoint.
the previous/next waypoint or the unit itself without leaving To use it, select the desired platform, then on the main
this window. menu, click on Editor LOS Tool. The LOS-Tool window
§ New UI feature: The right column (unit status etc.) can now will appear, and the shaded area representing the platform’s
slide in/out of the main window. current LOS will be rendered on the map.
How it works: There is now a collapse/expand button There are various settings we can change on the tool:
next to the right column: https://i.imgur.com/v2rR8xj.png § Max distance (nm): This is the maximum distance for
Clicking the button will cause the right column to slide which the LOS coverage will be calculated. Increasing this
out of view: https://i.imgur.com/z4nhUpv.png can have a major impact on map-refresh performance.
Clicking the button again restores the right column as § Target Alt (m AGL): This is the assumed target altitude
normal. for which the LOS coverage is calculated. This can
This can be useful if the left side of the main window is be very useful is we want to visualize LOS against, for
taken up by UI elements (e.g. message log & 3D-view) and example, an airborne threat at a specific above-ground
this way the player can use more map area. altitude (“show radar coverage against an F-111 terrain-
§ New UI feature: Time-step buttons: https://i.imgur.com/ following at 60m”). If the “Same as observer” checkbox is
Lx7MdCQ.png . Clicking on any of these (while paused) will ticked, then the LOS calculations assume a target as the
advance the simulation time forward by 15 sec, 1 min, 5 mins exact same altitude as the selected platform.
or 15 mins, and then stop again. The key combinations Alt + § Horizon type: This is Radar/ESM by default but may be
1/2/3/4 are mapped to the 15 sec, 1 min, 5 min and 15 min switched to Visual instead. The EM horizon is somewhat
timesteps respectively. This makes it possible to control time- longer than the strict visual horizon and this affects LOS
flow without having the mouse cursor leave the area of interest. coverage as well.
§ Map/UI tweak: When clicking on a stack of units/contacts § Shade Color: The color of the shade coverage can be
on the map, a new menu pops up allowing selection altered, to avoid interference with other map elements.
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§ New map feature: If you zoom low enough to a naval vessel § Added support for real-time visualization using Tacview
(ship/sub), you can see its proportional size at it would be (IMPORTANT NOTE: To use this feature, you must
really seen at that camera altitude. Example: https://i.imgur. purchase Tacview Advanced or Enterprise edition) . How
com/JjEmgGR.png to use:
§ New map feature: Aircraft range rings. Like with weapons, a. Purchase & download Tacview (https://www.tacview.
rings that show the theoretical maximum range of a given net/) and install.
aircraft can be enabled or disabled. b. The “Game Options” window a dedicated “Tacview” tab,
§ Map tweak: When displaying an area/course-based mission for setting the path to the Tacview executable. Make sure
(on map) also display the mission name. you set the correct path in order to make it work. (The
§ Map tweak: Long lines (e.g. intercontinental plotted courses) path is saved together with the other game preferences)
now follow the correct great-circle (ie. curved) path.
§ New UI feature: Minimaps. There are 3 types: Global (entire
planet), Scenario (fits to the scenario’s units) and Camera-
Following. Different types can be used concurrently. For
example: https://i.imgur.com/XrorOAJ.png c. Load up a scenario as usual, and then click on View
§ New UI option: Full-screen view for main window (View --> 3D View. A secondary window should appear, with
--> Full-screen view), ON by default. The shortcut key for Tacview’s default top-down view. You can focus on any
toggling this is Alt+Enter. This setting is persisted across unit, either by clicking it on the Command map as usual,
game sessions. or by Ctrl+LMB on the Tacview window itself. The
§ New UI feature: Hover-info box. If the user holds down the mouse scroll zooms in/out just like Command, whereas
CTRL key while hovering the cursor over a unit, group or using mouse-grab you can rotate the camera around the
contact, a box pops up with summary information on the focused unit.
object of interest. Example: https://i.imgur.com/qbDdlc9.png
§ New UI feature: Open recent scen/save files: https://i.imgur. Tacview is fairly sparse in models and terrain out of the box, but
com/IIETZiu.png can be significantly enhanced with add-ons.
§ UI tweak: Steam Workshop scenarios are now accessed on § To add extra models: First, construct a suitable 3D mesh
a separate tab in the “Load Scenario” window: https://i. and place it in the proper folder (see here for instructions:
imgur.com/0y9sonw.png https://www.tacview.net/documentation/3dobjects/en/).
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Afterwards, edit the Excel file [CMANO]\Resources\ § Open the “Game Options” window, go to the “Map Display”
Tacview\Associations_DB3000.xls and add a new row in tab. There you will find two new UI elements: https://i.
the relevant sheet with at least the DBID and mesh file imgur.com/MyKYwpp.png
name of the object. Command will then read the entry and § Clicking on “Save current map profile as personal” will make
provide the filename to Tacview to render the object. (This the current active map profile your personal, persistent one.
currently possible only for DB3000 units) § Checking the “Use personal map preferences” will enforce
§ To add more detailed elevation data & textures, see usage of your persistent map profile. From now on,
instructions here: https://www.tacview.net/documentation/ whichever scenario you load and whichever side you switch
terrain/en/ . We are currently putting together a global- to, the map profile settings in effect will be those of the
scale SRTM3 dataset (elevations) but imagery layers are a persistent one.
tougher proposition. To stop using the personal persistent profile, simply
uncheck the “Use personal map preferences” checkbox. The
The window hosting the Tacview display has the same common map display will immediately revert to using the settings
properties as other CMANO secondary windows, so it can be that the scenario author offers as default for the scenario &
moved around, resized etc. Two example configurations are: side at hand.
§ UI tweak: The “contact status” panel now also display’s
Single monitor: https://i.imgur.com/PqnPYJm.png the contact’s WRA-type information: https://i.imgur.
Two monitors: https://i.imgur.com/O7sjbS7.jpg com/0vPkYJh.png
This helps to better understand AI decisions on WRA-
§ New UI feature: Personal persistent map profile (ie. maintain driven weapon allocations (e.g. “why are my planes shooting
the same map preferences throughout different scenarios & 8 instead of 2 Harpoons at this ship contact?”)
sides, effectively overriding the scenario author’s default § New map option: Colored datablocks. Configurable
settings). through “Game Options --> Map Display”. When enabled,
a unit/contact’s datablock will have the color corresponding
How it works: to its posture (e.g. red if hostile).
§ Set up your map preferences just how you like them - range
rings, targeting & illumination vectors, datalinks, reference
points, sonobuoys, datablocks etc.
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12. COMMAND Update History
C O M MAND MOD ERN OPERAT I ON S
General gameplay & content § An extensive range of tutorials (some new, some carried
§ New gameplay mode: Quick Battle Generator (aka over from Command v1.x) to ease in new players into the
“Command MadLibs”). The QBG offers players a way to intricacies of modern operations. There are now three
quickly jump into a battle without much preparation or full tutorial sets for each major branch of operations (air,
wider geopolitical factors. The player selects the template surface, underwater), plus dedicated tutorials for specific
of the quick battle he wants to create, alters the settings aspects of the game.
provided by the HTML page, and clicks on “START”. § The default map icon style is now “Directional”, to present
Quick-battle templates are stored in subfolders inside the new players with more familiar icons representing various
[CMANO]\QuickBattle folder. Each template consists of a unit types. The “NTDS/APP-6” and “Stylized” type options
simple HTML page and a matching Lua file. remain available.
“Behind the scenes”, the values of the named HTML elements § Includes the latest versions of the DB3000 and CWDB
in the template pages are translated to matching Lua variables databases.
with the same name, and provided to the template’s Lua script
file which is then executed, generating the quick battle. Simulation & mechanics
The framework is constructed specifically so that players § Simulation performance & scalability has been significantly
can make their own templates and share them with others, enhanced. This is most evident in large or complex
just like with regular scenarios. scenarios.
§ The features previously available only to “Chains Of War” § Major new simulation feature: Terrain types.
and related DLCs (Comms disruption, detailed aircraft The different types of terrain are now accurately represented,
damage, cargo/ambip/airdrop operations and advanced using NASA’s MODIS Land-Cover 2012 dataset
weapon types) are now integrated into the base game and (More details: https://lpdaac.usgs.gov/dataset_discovery/
available to all players. modis/modis_products_table/mcd12q)
§ New music soundtrack and sound effects. The various terrain types have different effects on the
§ Brand-new scenarios by Paul Bridge (Sirius) and other mobility of ground units, on weapon effects (especially blast
community contributors. and frag warheads) and spotting visibility. In summary:
§ All original official v1.x scenarios have been remastered § Water is impassable
by Rory Noonan (Apache85) to take advantage of new v1.x § Wetlands reduce speed to 10% of original (bog!), and
and v2.0 features. impair visibility slightly.
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12. COMMAND Update History
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§ Snow/Ice reduce speed to 20% of original, and impair Once it rejoins, the sub will share its contact updates with
visibility slightly. its parent side.
§ All forest types reduce speed to 30% of original, § Land units can now resupply from appropriate units (ie,
significantly hamper the destructive effect of blast and ammo trucks) similar to UNREP-capable ships.
fragmentation detonations, and sharply reduce spotting The unit can be ordered to resupply via the “replenish/
ranges. refuel if necessary” command on the right click window.
§ Shrublands reduce speed to 50% of original, slightly Once the supply vehicle is found/directed to, it will pull
reduce the blast & frag effects, and moderately reduce up alongside it and stop, with weapons being gradually
visibility. transferred over.
§ Croplands and vegetation mosaics reduce speed to 70% § Land units now perform pathfinding during their
of original, and slightly reduce visibility. navigation. The movement cost takes into account both
§ Open and wooded savannas reduce speed to 80% of terrain slope (pre-existing) and land-cover type (new). The
original combination of these factors generates the navigation route.
§ Barren / sparsely vegetated terrain and grasslands have This is an example, with an M60 tank platoon at southern
no impact on speed, weapons or visibility. Attica ordered to move to the northeast of the peninsula:
§ Urban & built-up terrain increases speed to 110% of https://i.imgur.com/VtqRzVZ.png . The unit selects the
original, but severely block both weapons and visibility. displayed path both to avoid the surrounding mountain
ridges (red ellipses) and to maximize its mobility, going
The land-type information is displayed on the map-cursor through the urban area instead of the croplands to the east.
blackbox, next to terrain slope info. § Significant change in unit AI logic: The “evaluate targets”
§ New optional scenario realism option: Realistic Sub and “evaluate threats” logics are now not performed on
Comms. When enabled, submarines who go below 40m every pulse, but instead on regular intervals dictated by
depth go off the communications grid. The player can, at the OODA-Targeting (modified by crew proficiency) and
any time, send a “bell-ringer” ELF signal to a no-comms OODA-Evasion values respectively. This has two effects:
submarine to recall it to re-establish comms (right-click on a. These two OODA values, and crew proficiency, become
sub icon, click on “Summon to re-establish comms”). The even more critical to a unit’s effectiveness and survivability.
sub will attempt to rise to shallow depth to rejoin (this may b. Because these AI parts are called less frequently (and
not be immediate, as it will try to evade nearby hostiles). they are among the top CPU-killers), overall sim-core
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12. COMMAND Update History
C O M MAND MOD ERN OPERAT I ON S
performance in large/complex scenarios is significantly § NEW: Improved, cost-based pathfinding logic. Ships now
improved. plot more realistic courses around islands, straits etc. and
§ IR and visual sensors can now generate precise detections avoid “surfing” (coming too close to shore unnecessarily).
only at short ranges. Specifically: § Numerous tweaks to aircraft flight model, specifically
§ Visual sensors make a precise detection only at distances for “combat” conditions. For example, aircraft no longer
shorter than twice the max classification zoom level of “wiggle” between headings as they must first roll towards
the sensor (e.g. if an aircraft can be visually classified the turn direction before commiting to a turn. This in turn
at 5nm by a visual sensor, all detections at longer than makes roll-rate much more critical to close air combat
10nm will be imprecise). The range ambiguity at long maneuvers. This is easier to observe in the Tacview window.
range is 10% of the detection range (e.g. if a detection § New radar model factor: Frequency agility. Frequency-agile
is made at 20nm, the range ambiguity will be +/- 2nm) radars get two major benefits; they are more resistant to
§ Non-imaging IR sensors make a precise detection only noise jamming and they are significantly less affected by
at distances shorter than the max classification zoom doppler notching (see below). Mechanical-scan radars that
level of the sensor (e.g. if an aircraft can be classified are frequency agile have this flag on their DB values. All
at 5nm by an IRST, all detections at longer than 5nm PESA and AESA radars are assumed to be frequency-agile.
will be imprecise). The range ambiguity at long range is § Doppler notching is now actively used as a maneuver,
50% of the detection range (plain IRSTs are really bad at both for missile avoidance and for general radar detection
providing range estimates). avoidance. Aircraft can attempt to fly perpendicular to an
§ Imaging IR sensors are significantly more capable than emitter using doppler filtering in order to hige inside its
their non-imaging counterparts. Like visuals, they “blind” velocity gate. The effectiveness of the maneuver
generate a precise detection at distances shorter than varies with crew skill (an “ace” pilot will execute it far
twice the max classification zoom level, and their range more effectively than a novice), to discourage manual
ambiguity is 20% of the detection range. micromanagement. Aircraft under missile attack with a
§ Aircraft and surface-launched missiles now use the same doppler radar guiding the missile will also actively try
improved pitch kinematics as air-launched missiles (ie. to beam the radar instead of the missile (the geometry
smoother climbs/dives). of the two axes can vary significantly). The maneuver is
§ Lofted AAW missiles now begin their terminal dive earlier, ineffective against pulse-only radars and less effective
to avoid a too-steep approach to the target. against frequency-agile radars.
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12. COMMAND Update History
C O M MAND MOD ERN OPERAT I ON S
§ Air combat AI improvement: Aircraft now consider Scenario Editor & Scripting
approaching fighters/interceptors as imminent threat, not § New ScenEdit feature: Merge scenarios into a single one
just missiles. This helps AI-controlled aircraft perform (Editor --> Merge Scenarios). Scenario #1 is treated as
more proactive evasive maneuvers against fighters about to the “base” for the merge, so behind the scenes you are
perform gun attacks on them (e.g. MiG-17 vs F-105). essentially cherry-picking all transferable items from scen
§ New air combat feature: Pilot G-tolerance (a.k.a. “how to resolve #2 and adding them to scen #1 (the log output also makes
the “fighters pulling hard turns indefinitely” realism flaw”). this clear). Elements that are “atomic” or otherwise hard to
When an aircraft is considered to be performing “combat merge (date & time, weather, title & description etc.) will,
maneuvers”, an extra UI element is shown on unit status on the output, be those of scenario #1.
panel: https://i.imgur.com/odY2E8O.png
This represents the crew’s tolerance to hard maneuvering. VERSION 2.1 (COMMAND MODERN OPERATIONS
The longer the aircraft is continuously pulling a hard turn, V 1.01)
the more this buffer fills up. (Getting out of a hard maneuver, § A significant number of new official Tacview models
e.g. reversing a turn, reduces this strain. This is one of the included (see 10.8, Tacview).
reasons that scissors are a popular practice in RL dogfights.) § Terrain type legend added (see 6.5, Map Settings Drop
Once the tolerance is exhausted, the crew begin suffering Down Menu)
G-LOC and have to significantly relax the turn (this is easier § 15x time acceleration added (see 3.1, The Globe Display)
to notice in Tacview, but you should also observe a noticeably § Numerous speed/performance enhancement features, as
larger turn radius on the top-down view) while regaining well as bug fixes.
their senses and control of the aircraft. Of course the aircraft § Tacview no longer displays all units of all sides automatically,
is particularly more vulnerable during this recovery period. adding a proper fog of war mode.
§ New patrol mission option: Repeated loop. This allows § Major ABM performance enhancements.
units on patrol to take exact patterns (similar to support § Changed the shade of red displayed to stand out more easily
missions) when not engaged offensively. against dark backgrounds.
§ When a unit re-joins the comms grid, the sim now § Mission AI tweak: For non-specific mission types, the
provides much more finegrained feedback on what type of default “start looking for tankers” fuel threshold has been
information was updated for a contact (if any), and skips changed from 60% to 30%. This helps alleviate cases where
mentioning contact merges that produce no new info. aircraft nearing their strike targets abruptly turn back and
start looking for a suitable tanker to refuel.
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12. COMMAND Update History
C O M MAND MOD ERN OPERAT I ON S
§ In-game sounds/music now have adjustable volume (see whole magazine against the first lot of mines detected,
6.4.4, Sounds and Music) despite being able to sweep them normally. This does
§ Numerous database updates. not stop the user from manually firing the torpedo using
standard BOL.
VERSION 2.2 (COMMAND MODERN OPERATIONS § MCM gear is not immediately available when a ship turns
V 1.02) CMO V1.02 RELEASE NOTES unless the turn angle is small; this simulates the disruption
Additional significant improvements to mine warfare: to to the sweep as it straigtens out again (one cause of
§ Map shows the connection (a line) between the mine and previous issues with sweeping was that the sweep was
who is clearing it. always active even during sharp turns, which meant a ship
§ The sweep from a ship starts offset from the unit location, could set off multiple mines as it swang around, causing lots
to simulate the sweep hanging back from the stern. This of damage to itself).
pushes back the mine explosions as they are caught in the § Aircraft OTOH quickly correct the sweep, but they fly an
sweep. arc which can put them out of position for the mine they
§ MCM gear can have a delay factor to when it can become are after. They will try to self-correct and aim closer to the
active. target mine; however this may not happen immediately. As
§ Improved actions for MCM-oriented torpedoes like Seafox, the sweep is active, they could sweep mines that fall under
so they can look for new mines if they miss the initial target their sweeps so the multiple attempts to line up the mine is
mine counter by this.
§ Pathfinding on mine-clearing mission is improved so as to § Ships will tend to back away from any other ships performing
not to spend too long finding paths. If a mine is detected in mine clearing operations. The sweep will be ‘turned off ’ in
the path to the next waypoint, the path is shortened rather these cases so as not to set off mines in that location.
than recalculated. This gives a better flow to the mission.
§ Units can be given a set of waypoints to follow, and the unit Even though the mine clearing mission has been cleaned up to
will attempt to follow this path while diverting to clear any help minimize damages, this is a risky business for ships and
mines within range. severe damage can still happen.
§ Mine-hunting torpedoes will be automatically fired against § Improvement to 4K-Fix tool (prevents null-reference
bottom and rising mines (which cannot be swept). This exception).
compromise has been made because a unit might fire the § Added support for CWDB in the Quick-Battle Generator.
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13. CREDITS
C O M MAND MOD ERN OPERAT I ON S
You can now specify which DB to employ in a QBG template, SENIOR PRODUCER
by using a ‘hidden’-type HTML element. Examples: <input Mark Hardisty, Neil McKenna
type=”hidden” name=”DB” value=”DB3000”> or <input ASSOCIATE PRODUCER
type=”hidden” name=”DB” value=”CWDB”> . This element Sam O’Neill, Jenny Zsibrita, Anny Sims
must be present in the Form.html file in the template folder. ASSISTANT PRODUCER
If it is not present, the QBG defaults to using the DB3000 Max Klose-Ivanov
database. SENIOR BRAND MANAGER
§ Added: [Lua] VP_GetScenario method (Exposes some Alberto Casulini, Giulia Sellitto
scenario data such as duration, start time, complexity & BRAND MANAGER
difficulty, DB file used etc) Francesco Tebaldi, Roberto Neri, Sara Viganò
JUNIOR BRAND MANAGER
Marco Tonello
SOCIAL MEDIA STRATEGIST
13. CREDITS Enzo Fallara
SLITHERINE COMMUNITY MANAGER
CEO Edward Jenkins
Iain McNeil MEDIA RELATIONS
CFO Paolo Paglianti
JD McNeil MEDIA RELATIONS FOR SPAIN AND LATIN AMERICA
CMO Rafael Zapata
Marco A. Minoli PRODUCTION DESIGN
TECHNICAL DIRECTOR Adriana Bienati
Philip Veale PRODUCTION ART ASSISTANT
CREATIVE DIRECTOR Anna Basile
Richard Evans E-COMMERCE
EXECUTIVE PRODUCER Giulia Costa
David Sharrock
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13. CREDITS
C O M MAND MOD ERN OPERAT I ON S
COMMAND TEAM
DIRECTOR OF DEVELOPMENT
Dimitris Dranidis
DEVELOPMENT LEAD
Rory Anderson
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