Oleg Mastruko
Posts: 4921
Joined: 10/21/2000 Status: offline
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Turns 0 and 1 cont'd. My turn 0 is pre-game setup, when I am given the opportunity to put my units in place to await WP onslaught (but I can do so only in pre-designated area in top left of the map). Using the key L I check the LOS (line of sight) for most of "hexes" (I'll call them hexes although they are not hexagonal) in my setup area. Using the key E I check the elevation for each hex in my setup area. Pic below shows the map with both E and L (for selected hex) turned on. As you can see, although the hex 16,15 has elevation of only 2, it has excellent LOS on the road below stretching to the SE, so I decided to put one of my M1A1 platoons there. In this pre-game setup, turn 0 phase, I can pick the "posture" for each unit, and naturally I pick "Dug in" for this platoon, using the handy popup menu in the game UI. Using the method(s) explained above I set up my remaining units as visible on screen below. D Coy is given task of protecting my left flank using the forest on top of hill to the North. Helos, which can be very deadly, I decide to keep hidden at back, at start. Helos, of course, can't be dug-in, but they can be in "covered" (hug the ground) or "exposed" posture. I keep them covered of course. So this is my setup. I'm not too happy with the map, it's too "open". You may think I put too much of my (limited) battle assets up front, but that's because they can start the game dug in. I want them dug in and covering possible avenues of WP approach. I don't want them dug in in the rear, and then to have to "un-dig" them to counter attack the contested area after WP already entered it. All my units are dug in, except for battallion arty, and HQs, which are only just covered as to be able to change their positions quicker if needs be (he can detect my arty and HQ units using EW assets and drop arty fire on them, so they must be prepared to move). Exception is Coy D HQ which is dug in in the forest to the N. All dug in units are given "Hold" orders. Helos are given Screen orders. Too bad I don't have any dedicated recon assets in this scenario. Players can change doctrine for every unit on the map, at any given time (there's option to "lock" doctrines at start, and be unable to change them during the game but we don't use it in this game). Not to go into too much detail over doctrines in this post, lets just say I ordered all my M1A1 units to open fire at very long distance (4000m), Bradleys are to open fire at 4000m as well, though I planned to put them on 3000m (their ATGM is rated as being effective at 3750m). Opening fire at 5000m would be ineffective for both weapons (M1A1 and M3). Opening fire too soon may blow your cover and draw arty on your head, but then again, NATO targeting devices are much better than WP and I think sooner I begin to put hurt on advancing WP units, the better. I've seen hits at enormous distances in this game (hard to say how realistic it is, since WW3 never happened, but that's how it is in this game). More features will be showcased and explained in future posts. With everything in place I click "End" and my first orders phase begins (Turn 1). In this particular game I do nothing in turn 1, since I am defending, and I am pleased with how my units stand after turn 0 pre-game setup phase. O.
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< Message edited by Oleg Mastruko -- 12/1/2004 2:39:29 AM >
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