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I'm not really serious about what I'm about to suggest but it makes an interesting talking point.
How about the ability to cancel the "Retreat" order? So you can order "Retreat", and everybody heads for the edge of the map, but you can cancel it at anytime.
What it means is you have this "Get out of jail" option to get troops out of serious danger (maybe) but using it completely screws up your plan. If you stop the retreat soon enough, you may be able to recover the game and get some kind of positive result but you'd have to work hard to do so.
The thing about "forced withdrawals" is that, once troops start running backwards, it's very hard to get them to stop. While being able to force a squad to ignore incoming fire and quickly withdraw from a killing zone sounds like a good idea, most of the time IRL, that squad would be combat ineffective for the rest of the engagement anyway.
If you must have some sort of "shit, I fucked up, let's make it better" forced withdrawal option, the penalty for using it should be significant.
Tanks v tanks in FF are a bit of a joke but I don't think that's what the game's meant to be about. FF Tanks work well in support of infantry and tanks v infantry with pzfausts/pzschrecks or bazookas (IMO) makes for quite realistic games. AFVs v AFVs however, is not something FF does well and I don't believe it was intended to.
Cheers,
Andy Brown
How about the ability to cancel the "Retreat" order? So you can order "Retreat", and everybody heads for the edge of the map, but you can cancel it at anytime.
What it means is you have this "Get out of jail" option to get troops out of serious danger (maybe) but using it completely screws up your plan. If you stop the retreat soon enough, you may be able to recover the game and get some kind of positive result but you'd have to work hard to do so.
The thing about "forced withdrawals" is that, once troops start running backwards, it's very hard to get them to stop. While being able to force a squad to ignore incoming fire and quickly withdraw from a killing zone sounds like a good idea, most of the time IRL, that squad would be combat ineffective for the rest of the engagement anyway.
If you must have some sort of "shit, I fucked up, let's make it better" forced withdrawal option, the penalty for using it should be significant.
Tanks v tanks in FF are a bit of a joke but I don't think that's what the game's meant to be about. FF Tanks work well in support of infantry and tanks v infantry with pzfausts/pzschrecks or bazookas (IMO) makes for quite realistic games. AFVs v AFVs however, is not something FF does well and I don't believe it was intended to.
Cheers,
Andy Brown
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I agree, it i idiot. Stop retreat is realistic only if ennemies don't run after your troop. But just cannot [/code]How about the ability to cancel the "Retreat" order? So you can order "Retreat", and everybody heads for the edge of the map, but you can cancel it at anytime.
What it means is you have this "Get out of jail" option to get troops out of serious danger (maybe) but using it completely screws up your plan. If you stop the retreat soon enough, you may be able to recover the game and get some kind of positive result but you'd have to work hard to do so.
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No No No...I have a command H39 but I have SOMUAs as the main cavalry tanks and they just roll through the panzer I/IIs. I just hang in the back and call in artillery and smoke and score with Belgian babes.the space predator wrote:Yes, it sure. If it were like in critical mass, where you choose who is the commender, it will be good. The choice of the HQ will be an strategic choice. You cannot win whit only one big tank.
Laissez le Bon temp rouler!!
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What I said is that if someday you create an 100 credit tank, and you sell all your squad to buy it, you will not win.No No No...I have a command H39 but I have SOMUAs as the main cavalry tanks and they just roll through the panzer I/IIs. I just hang in the back and call in artillery and smoke and score with Belgian babes.
...unless you make that tank have a big enough icon to be seen, but is 1 pixel by 1 pixel by 1 pixel and armed to the teeth, with ridiculous top speeds.
I've done it, using a picture of my head as the tank, and a cigar for the turret
________
Yamaha XV1000
I've done it, using a picture of my head as the tank, and a cigar for the turret
________
Yamaha XV1000
Last edited by Andy on Sat Feb 05, 2011 1:54 am, edited 1 time in total.
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Meanwhile on the topic of Retreating by a single squad
I think the squad should be able to do this, up to a point. There are situations like
1. In desperation when engaged by a superior force. To use an Aust Army example, at the Long Tan fight in Viet Nam, a platoon were heavily engaged, losing most of a section, and the Pl commander. The Pl Sgt took over, but they soon lost their radio and all contact with coy HQ and the other platoons. The Sgt could not organize a fire-and-movement withdrawal with small groups covering each other, the noise and fire were just too great. He crawled around and told everbody he would order all to run at once, the next time the enemy fire slackened a bit. When it did he yelled and everybody jumped up and ran like hell. They lost a couple more but it was better than staying there and slowly losing the lot.
2. Shoot and scoot as a first choice. This is what the FF recce groups could do instead of staying and fighting it out as they do. At one time the SAS patrols mostly did this (I dunno what they do now). Everybody fires towards the enemy then runs, similar to case 1.
3. When covered by friendly fire or smoke. I try to do this in FF and do not see any definite effect, mostly because my tps don't seem to do any sort of rapid fire. Arty smoke takes too long, arty HE seems to pin own tps just as much as the enemy. This is where the light mortars should come in. Some sources say Lmors were found much more useful for firing illumination, signals and smoke than for HE. Likewise hand thrown smoke grenades could help squads retreat.
1. In desperation when engaged by a superior force. To use an Aust Army example, at the Long Tan fight in Viet Nam, a platoon were heavily engaged, losing most of a section, and the Pl commander. The Pl Sgt took over, but they soon lost their radio and all contact with coy HQ and the other platoons. The Sgt could not organize a fire-and-movement withdrawal with small groups covering each other, the noise and fire were just too great. He crawled around and told everbody he would order all to run at once, the next time the enemy fire slackened a bit. When it did he yelled and everybody jumped up and ran like hell. They lost a couple more but it was better than staying there and slowly losing the lot.
2. Shoot and scoot as a first choice. This is what the FF recce groups could do instead of staying and fighting it out as they do. At one time the SAS patrols mostly did this (I dunno what they do now). Everybody fires towards the enemy then runs, similar to case 1.
3. When covered by friendly fire or smoke. I try to do this in FF and do not see any definite effect, mostly because my tps don't seem to do any sort of rapid fire. Arty smoke takes too long, arty HE seems to pin own tps just as much as the enemy. This is where the light mortars should come in. Some sources say Lmors were found much more useful for firing illumination, signals and smoke than for HE. Likewise hand thrown smoke grenades could help squads retreat.
Voila du boudin!
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