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A commander quick reference quide

- There is no special treatment for a commander. You as a commander don't have any additional leverage over your
team. Treat other players with respect. There is no hierarchy involved - all players are equal.

- Commanders have access to novel means of directing the battle. All the up-to-date commands are available on
wiki page under commander section http://wiki.buddyspike.net/ . Commanders are deemed to be veteran
BuddySpike regulars voted by the community having a basic knowledge of the BlueFlag game mechanics and
hopefully able to set a good example and assist others.

- Commanders are identified via UCID - a unique 32-character player ID assigned to your game installation. Only
commander given commands are recognized and actual codes returned, so a commander cannot pass along the
codes for others to use.

- You, as a commander are responsible for your team, not the mods or admins for the well-informed and
appropriate actions. Any gross abuse should be reported of course such as sending an AWACS towards the
enemies, or going around the waypoint minimum distance limitations.

- CODES and COMMANDS are executed when the syntax is complete and cursor is pressed outside the map marker
textbox.

- "-code" must be acquired in GLOBAL CHAT.

- you must have chosen a side for the tour to get a code returned

- disregard any brackets or quotation marks in the syntax, only the - (dash) in the beginning and use
CAPITAL LETTERS FOR THE WHOLE SYNTAX IN THE MAP MARKER

- codes can be obtained proactively and saved for later use to command the battlefield inconspicuously.

- Deleting a marker with a completed syntax will execute the command as well

- Nothing happens when you get "commander action reported". but the script is telling you that a wp
was set too close to an enemy objective. measure the distance to enemy units and try again. For the
fleet movements the intended minimum distance is 60nm or as close the script allows you to
approach directly. DO NOT TRY TO GIVE WAYPOINTS PAST THE ENEMY OBJECTIVES AS A
WORKAROUND TO BRING FRIENDLY UNITS CLOSER THAN THE SCRIPTS ALLOWS.

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- Know issue: minimum distance limitation may vary by coalition and from one scenario to another,
just reference this guideline illustrated below:

- Spawning commands, AWACS, TANKERS, DRONES.

Player can be in any slot to carry out the commands. Needless to say, the GCI/JTAC-slot is the best place to observe
the battlefield and the status of the spawned assets, helping fellow team members in Identifying by altitude, vector
in and informing the correct frequencies for a tanker example. Plan ahead for the most ideal positions. During a
general timeline of a 5-hour session, pay attention - when does it make sense to spawn additional assets. If your
team is largely outnumbered, it doesn’t necessarily make sense to spawn another AWACS to be killed again.
Sometimes it pays off to wait until further into the session in case the player number ratios change and use the

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assets in a timely manner. An unspawned AWACS won’t help your team either – it’s a balance of decisions which
the commanders and their team should ideally agree on.

- Movements commands When giving an AWACS a waypoint be informed that the AWACS will decent from its
original altitude with a penalty to the detection range and making it possibly prone to fuel starvation in a long
session. Rather take measures to protect the AWACS by vectoring in friendlies as a first step to avoid this. This also
applies to spawning the AWACS, plan ahead a safe position so that you don’t have to give it a waypoint
immediately after spawning it either. Default AWACS altitudes may vary from one scenario to another. Usually, a
commander spawned AWACS will maintain 36500ft while the default AWACS is at around 25000ft. After issuing a
waypoint they will decent to 21000ft – which is significant.

When giving an order for a convoy to attack, consider them reduced from the strength of the base they’re leaving
from.

- Fleet waypoints Plan ahead the fleet or carrier waypoints, obey the minimum distance limitations, check for
sufficient under keel clearance by means of hovering the cursor and reading out the altitude in the top left corner
of the map – it’s given a negative value to indicate water depth. On a server restart the fleet/carrier heading is
reset to 350° - Allow at least 2nm spacing for the carrier group to turn around. If one or multiple vessels have been
grounded but some remain able to move, it’s possible that the whole fleet will reset position to the freely moving
vessels position upon server restart. Communicate with your team your intentions, you don’t want to interrupt a
logistics pilots refueling flights by sending the fleet away for example un-announced.

- Reinforcements commands are most efficiently used on recently captured objectives or placing them in the
beginning of the session on objectives assumed to be attacked against. Known issue; Reinforcements actions are
still used if trying to spawn them to an objective under attack while no reinforcements will actually spawn.

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- Objective Commands A well-informed commander will set objectives which make sense in terms of progressing
the map and ideally encourage for teamwork and point their fellow team-members towards the common goal.
Also, it’s helpful to remove the expired or completed objectives to avoid friendly fire incidents. Players can follow
the objectives laid out by typing -obj in the global chat.

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- Marks will display the current map marker co-ordinates and will automatically disappear after 30 seconds. This
command is available to everybody, not just commanders and thus won’t need a code, syntax is;

-CMD MARK

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- Alert messages are a good way to alert your team to shift focus for an AWACS runner, announce a major
coordinated attack or simply warn a team member if they’re about to damage friendly objective my mistake, syntax
is;

-CMD ALERT YOUR MESSAGE CODE

- Overlapping commands, such as two commanders spawning an AWACS in the same spot. Communicate with your
team the major commander actions taken, such as spawning AWACS, fleet movements and such to avoid
overlapping. Sometimes even the commanders may disagree. There’s no rules on whose decision will win but
democracy is a good indication – so remember to communicate with the team!

The rest of the commands are found in the wiki and the commands are carried out in a similar fashion. Happy
hunting and enjoy these tools available.

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