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Breaking contact. - 10/28/2013 10:48:20 AM   
Hexagon


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Well, i have a question about how break contact with enemy... what is the best order to do this??? i try use move hasty to break fast using cover between my unit and enemy but looks like it doesnt work fine, to slow retreating even when enemy can see the unit and it has a road to "run for their lifes", the enemy attacking with oposition from an unit move faster forward than my unit when i try retreat it to a new position.

I want know how do a fast retreat ignoring enemy because i want win fast next defensive position or simple want leave actual position before enemy rush it.

Thanks.



Post #: 1
RE: Breaking contact. - 10/28/2013 11:00:35 AM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: Hexagon

Well, i have a question about how break contact with enemy... what is the best order to do this??? i try use move hasty to break fast using cover between my unit and enemy but looks like it doesnt work fine, to slow retreating even when enemy can see the unit and it has a road to "run for their lifes", the enemy attacking with oposition from an unit move faster forward than my unit when i try retreat it to a new position.

I want know how do a fast retreat ignoring enemy because i want win fast next defensive position or simple want leave actual position before enemy rush it.

Thanks.



I think this is, quite rightly, the hardest manouver to pull off in this game. If a unit is in contact and in the main battle line - try putting it in screen mode, it will try to make distance between it and its tormentors.

If its out on the flanks, or really fast (ie a helicopter), move-hasty may well work, even if you lose something when you expose yourself.

Some tricks I've tried that work a little. Use your artillery, lots of fire onto the units that offer the most immediate threat - this isn't about killing anything, its about giving them something to worry about other than finishing you off.

If you are using the Soviets, its here that their echelon concept really helps. If your spearhead is getting ripped apart, then push in the reserves onto its flanks and past it, give NATO a more dangerous target to worry over and hopefully push the main line of battle beyond your beleagured unit.

For NATO, set up defensive fire to support the exposed unit, similar to above really - give the enemy something else to worry over. But with NATO its very hard, there is a huge danger of committing a lot to fixed defense to save one unit and losing big time if the Soviets can close up. If you are doing a mobile/screen defense, and something gets trapped, you may be as well to write it off. If its an M1/Challenger/Leopard2 - even in a messy situation its going to take some killing.


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RE: Breaking contact. - 10/28/2013 11:15:52 AM   
DoubleDeuce


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I've been pretty successful using the Screen order.

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RE: Breaking contact. - 10/28/2013 7:07:36 PM   
Hexagon


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Thanks, i try this... i dont know why game dont have more specific orders to cover at least retreats/breaking contact and scouting, i think add a few more orders to cover this specific situatios could be good, you dont need test with the orders game has now.

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RE: Breaking contact. - 10/28/2013 9:07:05 PM   
Mad Russian


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quote:

ORIGINAL: Hexagon

Thanks, i try this... i dont know why game dont have more specific orders to cover at least retreats/breaking contact and scouting, i think add a few more orders to cover this specific situatios could be good, you dont need test with the orders game has now.



This is very simple and has been explained multiple times. The game doesn't have all the things you guys want in it because, at some point, we had to release it. If we were still adding all the things you guys want you wouldn't see the game for 3 more years.

Do you want us to stop doing what we're doing now, put in the things we didn't get in it, then come back later?

You can't have everything. We all work for a living and do this on the side. We did as much as we could in the time we had. Unless you want us to take more time, and not support what we have given you, it's going to take more than 10 minutes to get what you guys want included.

Simple really.

Good Hunting.

MR

< Message edited by Mad Russian -- 10/28/2013 9:40:25 PM >


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Flashpoint Campaigns: Red Storm Development Team.

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Post #: 5
RE: Breaking contact. - 10/28/2013 9:18:18 PM   
wodin


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From: England
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Well said...People need to realise this is the first in a long line of games and expansions which will over time make the game into everything we want. If you have a want put it in the wish list.
quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: Hexagon

Thanks, i try this... i dont know why game dont have more specific orders to cover at least retreats/breaking contact and scouting, i think add a few more orders to cover this specific situatios could be good, you dont need test with the orders game has now.



This is very simple and has been explained multiple times. The game doesn't have all the things you guys want in it because at some point we had to release it. If we were still adding all the things you guys want you wouldn't see the game for 3 more years.

Do you want us to stop doing what we're doing now and just put in the things we didn't get in it and then come back later?

You can't have everything. We all work for a living and do this on the side. We did as much as we could in the time we had. Unless you want us to take more time and not support what we have given you it's going to take more than 10 minutes to get what you guys want included.

Simple really.

Good Hunting.

MR


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RE: Breaking contact. - 10/28/2013 9:47:20 PM   
british exil


Posts: 1686
Joined: 5/4/2006
From: Lower Saxony Germany
Status: offline

quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: Hexagon

Thanks, i try this... i dont know why game dont have more specific orders to cover at least retreats/breaking contact and scouting, i think add a few more orders to cover this specific situatios could be good, you dont need test with the orders game has now.



This is very simple and has been explained multiple times. The game doesn't have all the things you guys want in it because at some point we had to release it. If we were still adding all the things you guys want you wouldn't see the game for 3 more years.

Do you want us to stop doing what we're doing now and just put in the things we didn't get in it and then come back later?

You can't have everything. We all work for a living and do this on the side. We did as much as we could in the time we had. Unless you want us to take more time and not support what we have given you it's going to take more than 10 minutes to get what you guys want included.

Simple really.

Good Hunting.

MR


These questions always arise, of course we all want a perfect game and we all want a perfect straight away. No patching, no waiting, no problems.
Sometimes at a certain point a game has to be released and there are aspects of the game that are no ideal.
If we take time to read the threads in the forum, then we can see that the developer team are really busy answering our questions, solving problems and adding wishes to the wishlist.
It is ok to ask for something, just remember there is no Alladin and a lamp, some wishes do take a while to be fulfilled.
I also have some things that bother me, but know that they will be solved sooner or later.

Mat

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Post #: 7
RE: Breaking contact. - 10/28/2013 10:54:12 PM   
mikeCK

 

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Yep, that's the great thing about digital downloading. Game companies can release additions as DLC at will. I don't mind paying for it either....allows you to pick and choose what you want and allows the developer to release the game and add stuff later

(in reply to british exil)
Post #: 8
RE: Breaking contact. - 10/29/2013 11:18:47 AM   
Hexagon


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Joined: 6/14/2009
Status: offline
Well, i only say that in future increase orders to cover specific situations like breaking contact or recon is interesting, now you need test with the 4 orders in game.

I see this like in Steel Panthers when appear the reverse order (well really it was a hotkey) to solve the problem to retreat an unit with out missing enemy face (in tanks this was very problematic because tanks show enemy the rear) but after years appear this to solve it.

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Post #: 9
RE: Breaking contact. - 10/29/2013 6:47:30 PM   
Werezak

 

Posts: 100
Joined: 4/11/2013
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I think the current behavior makes sense.  My understanding is that disengaging units that are already committed to battle shouldn't be easy. Especially if the unit is disorganised, or your force is experiencing command difficulties such as destroyed HQs, or heavy jamming.

In this case I imagine the decision to pull back would have to come from the unit's own initiative. Which in the game I suppose would be equivalent to setting the units to screen and wishing for the best.

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Post #: 10
RE: Breaking contact. - 10/29/2013 6:58:33 PM   
Werezak

 

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Also I wonder, even if the unit received the orders to retreat ok, wouldn't it still be a difficult action to carry out? I mean, you can't just turn around and start marching in the other direction. I think it makes sense that you may have to give suppressing artillery fire or have reserve units come in to help unpin the troubled unit.

I haven't played enough to know how well loki100's suggestions work, but they all make a lot of sense. I think that disengaging units should take more than just issuing an order. Correct me if I'm wrong Hexagon, but it seems like most your focus has been "what order should I use?"

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Post #: 11
RE: Breaking contact. - 10/29/2013 7:13:32 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Any retrograde maneuver is extremely difficult to do with any degree of safety.

To move out of your position and move backwards, however you do it, to a new position and get there in one piece is one of the toughest military maneuvers there is.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Werezak)
Post #: 12
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