Withdraw orders.. (Full Version)

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kipanderson -> Withdraw orders.. (8/30/2016 9:06:25 PM)

Hi,

Quick how to..

What is the best way to give a withdraw/reposition order?

This is not an "all is lost.. run.." situation. But more the knowledge that as defender you have to keep moving..
if you just Hold.. only a matter of not very much time before you are hit by a massive artillery strike or worse.
So really just move one hex maybe two back and prepare to continue the fight. In some sort of covered terrain.

Is it just Move Hasty?

Thanks,
All the best,
kip.




Panzer_Leader -> RE: Withdraw orders.. (8/31/2016 2:21:21 AM)

Hi kipanderon

My understanding is the 'Screen' order achieves this effect, albeit imperfectly, and is akin to performing a delay. I certainly only use 'Defend' if I want a unit to hold a piece of ground in its own right or by fire. I never give anti-tank units a 'Defend' order, preferring they employ maximum stand-off at all times, and because they "die in place" too easily.




kipanderson -> RE: Withdraw orders.. (8/31/2016 6:19:22 AM)

Panzer_Leader, hi,

Thanks.. yes.. I too use Screen and only very rarely dare to use Hold.

I have probably fallen into the wargamers trap of thinking you can throw units around way
more easily in real life than is actually possible. Screen probably does a reasonably, real
world job of what I am after. The stuff I can judge is all superb in FP.

All the best,
Kip.






CapnDarwin -> RE: Withdraw orders.. (8/31/2016 11:30:31 AM)

One work around some players have used is setting a deliberate move with retreating waypoints. Then setting delays of a good number of minutes to keep the unit in hex. Then, during an orders phase, reducing the delay to allow the unit to displace quickly to the new location. Rinse and repeat as needed. [;)]




kipanderson -> RE: Withdraw orders.. (8/31/2016 6:14:44 PM)

Capn Darwin,

Thanks. Sounds good.

All the best,
kip.




Deathtreader -> RE: Withdraw orders.. (9/1/2016 11:26:11 PM)


quote:

ORIGINAL: Capn Darwin

One work around some players have used is setting a deliberate move with retreating waypoints. Then setting delays of a good number of minutes to keep the unit in hex. Then, during an orders phase, reducing the delay to allow the unit to displace quickly to the new location. Rinse and repeat as needed. [;)]



I've used this workaround and it works well enough BUT the downside is as soon as you issue the initial move order (with whatever delay you want) the affected unit(s) almost immediately lose their dug-in or fortified status and switch to covered posture for the duration of their time in place. So beware! As in all things it's a trade off.

Looking forward to the solution in SS.


Rob.[:)]




IronMikeGolf -> RE: Withdraw orders.. (9/2/2016 3:55:37 AM)

Is SS, we are looking at units with a move order not immediately assuming movement formation. Unit composition and current posture would dictate. Shortest time in movement formation before starting movement would be vehicle pure units in Screen. That could take 2 minute, Greatest would be mech inf in Hold in an Improved Postion. There is a lot for the latter to do before moving out: break down and stow crew served wpns on carriers, recover land lines, recover protective mines, load personnel. That could take 10 minutes.




Deathtreader -> RE: Withdraw orders.. (9/4/2016 12:08:06 AM)



Sounds good........thanks!

Rob.




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