General Game Play Questions (Full Version)

All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series



Message


Richard III -> General Game Play Questions (10/19/2013 2:22:54 AM)

Hopefully I didn`t miss these in the manual. If I did just refer me to the page/section.

About how FOW`ed, % wise, is the combat turn phase loss results we see in the shooting part ?

In losses, is "dropped out" a soft kill as opposed to a destroyed ?

Is the scenario reinforcements schedule's fixed or do they vary time wise ?
If fixed or minor variations, is there txt. file we can print out to aid in opps planning on the larger maps/scenarios ?

As a general rule, does distance from HQ effect unit resupply ?

It seems the Staff does a better job ( usually ) in handling the Arty assets, how does it prioritize targets ?

Thanks




bill hunter -> RE: General Game Play Questions (10/19/2013 2:39:18 AM)

on the same theme..........if not in contact will a unit on hold orders continue to improve its position over ensuing command cycles?

also generally , although units receive individual orders do HQ's further co-ordinate sub units without without further human input? they appear to ...at least locally ....which is a neat trick.

also be interested on any advice on dealing with the dreaded red helo assaults.




Mad Russian -> RE: General Game Play Questions (10/19/2013 2:40:42 AM)

quote:


In losses, is "dropped out" a soft kill as opposed to a destroyed ?


Yes.


quote:


Is the scenario reinforcements schedule's fixed or do they vary time wise ?


Fixed.


quote:


If fixed or minor variations, is there txt. file we can print out to aid in opps planning on the larger maps/scenarios ?


I don't think so but there is a Reinforcement tab that shows you when and where they arrive. It's in the same location as the FS tab. (Middle of the information screen.)

quote:


As a general rule, does distance from HQ effect unit resupply ?


Yes.

quote:


It seems the Staff does a better job ( usually ) in handling the Arty assets, how does it prioritize targets ?

Thanks


It looks for units with a high electronic foot print and then shoots at them. That would be HQ's, artillery, ADA, etc.

quote:


...Interested on any advice on dealing with the dreaded red helo assaults.


The Hind would have been one of NATO's biggest headaches. Overall NATO air defense capability was far below the Warsaw Pact equipment.

Good Hunting.

MR






tombo -> RE: General Game Play Questions (10/19/2013 1:50:29 PM)

Unit order delays...is there a way to view the expected order delay to a Unit before issuing the any order?

thx




Mad Russian -> RE: General Game Play Questions (10/19/2013 2:16:26 PM)

When you give a unit orders they show up in the information window. The type of order and time it is to be executed is shown at the top of the list.

Good Hunting.

MR




tombo -> RE: General Game Play Questions (10/19/2013 3:07:25 PM)

Thanks MR...is there a way to estimate delay before i assign a order? i read the manual and it gives impacts to expect, but no display number is available.




Mad Russian -> RE: General Game Play Questions (10/19/2013 3:19:14 PM)

The delay is based on several things. From the state of readiness and morale of the Commanding HQ all the way down to the unit and his relationship in the Chain of Command. With that kind of treatment there is no way to calculate what it would be.

We might see if we could show you, maybe some kind of indicator by the waypoint or something, as we develop the game.

Good Hunting.

MR




tombo -> RE: General Game Play Questions (10/19/2013 4:37:35 PM)

with the time delays unknown...How do Players time a multi-unit attack once all units moved already?




Mad Russian -> RE: General Game Play Questions (10/19/2013 4:42:21 PM)

After you give the orders the time delay is known. You can go back and use the edit feature of the waypoints to create delays to help the coordination.

Good Hunting.

MR




tombo -> RE: General Game Play Questions (10/19/2013 4:43:54 PM)

Thanks MR...that will do it.[;)]




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.109375