Using Historical trained stuff as some commands etc.. for squad and group orders

For instance look at this manual from 1941 for the USA

Some examples of common commands include formation types not simply close spread etc… but standard hand signals ect… exist halt/forward to right double time, rush(sprint), down take cover. A bunch of this is more inherent AI based but I had this issue where my tank got stuck and there was another tank available and I was trying to get it to ram my tank to move it to push it out of the trench but to no avail. It could also be a way of ordering specific types of units for example if you could give specific orders to assaulters/skirmishers or specific orders to a specific type of unit.

Also some function that gave overarching command authority or planning to higher ranking officers so that higher ranking officers in a squad on the battle field might be able to issue commands that can be acknowledge if for instance you have a radio operator and forwarded to your squad.

Orders for commence firing page 114 would be useful if you want your unit to start firing (even if they can’t see a unit but in a general marked area if you create a mark for them to fire so if you know there is an enemy in a general area then the unit might fire in that direction or put down supressive fire. They also have fire faster and fire slower. These would provide some technical aspects to tactical movements. Also cease firing for instance would be very useful if there was an artillery strike coming in on an area or you didn’t want to create suppressive fire so units moved into an artillery strike or mortar strike or mined area.

A mount friendly vehicle command would be useful if there was some ability to default ride a vehicle as top mouned troops although in game this usually ends poorly or to follow a vehicle such as follow behind follow right follow left the vehicle to create armored vehicle combined assault commands.

These commands might be issued within visual or spoken range… if you do the verbal commands howver the emeny may hear them if within range… if they have the right type of officer they may know the type of activity as they would need to know the language being spoken to understand the command so some type of intelligence aspect to squad characters could make sense for them to have some situational awareness or perception … as other character traits in many RPGs so their abilities might effect more than just their class type but rather individual traits may exist also to modify the way that specific squad units perceive or have ai capacities. This at the same time instead of just ignoring orders they may then fall on the next highest ranking person in the squad and then that squad persons abilities would be used to determine what tactical action the ai takes such as going in a direction or if there is enemy or firing in an area to fall back rather than advance into a line of fire.

Establishing lookouts… for instance someone may be an air lookout that will give information to the rest of the squad of incoming air assault or tank moving in direction where if they are specifically assigned to air or vehicle duties they will have a higher chance of detection of movement toward the squad, they might also feed info to antiair or antitank guns or direct machine gun fire etc… wtih higher chance of hitting the unit.

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Devs won’t last

Devs won’t last