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Movement TTPs - 11/7/2013 10:05:29 PM   
trebcourie

 

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When do you use the different types of movement?

How do you move your recon units moving into unexplored areas?

Your armor following them?

Do you ever use Hasty Movement for your combat units?
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RE: Movement TTPs - 11/9/2013 2:32:26 AM   
Mad Russian


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I may be the most aggressive gamer here so remember...YMMV.

Assault - for when I need to hurt the enemy as i move and/or I need to end in a hold posture.

Deliberate - for when there is a reason to be cautious but not assault. Will end in screen posture.

Hasty - for when I need to relocate to a new neighborhood in a hurry. Hurts a lot if you get hit while using this movement mode. Will end in screen posture.

I personally use Assault about 20% of the time, Deliberate about 50% of the time and Hasty about 30% of the time.

I started off using my recon fast, like in other games, but found my recon getting killed often. The scenario designer didn't make these scenarios like most do, sometimes there are enemy units less than a click away from my guys at start and half way across the map from their controlled VL's. That's why I laugh at the idea of VL's changing hands meaning much.

If it was me, I'd move my recon slowly. Most games end in sudden death not run out of time. Do what you though, try different things. Learn what works for you. You may not be as aggressive as I am.

Hope that helps.

Good Hunting.

MR

< Message edited by Mad Russian -- 11/9/2013 3:42:14 AM >


_____________________________

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

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RE: Movement TTPs - 11/9/2013 6:08:49 AM   
trebcourie

 

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quote:



If it was me, I'd move my recon slowly. Most games end in sudden death not run out of time. Do what you though, try different things. Learn what works for you. You may not be as aggressive as I am.



So here's my issue with moving my recon slowly -- the orders cycle.

If I send my recon out at a slow pace but let the rest of my two GTRs sit back and wait for contact before choosing my axis of attack, I'll never finish the scenarios.

I play limited orders -- it's awesome that way. But if I have a 30-minute turn, the first two turns (1 hour) until I make contact. Then I start issuing orders, but with the order delay it's usually 1/2 to 1 1/2 hours before my guys start moving. Even if I get 20+ orders, I can't get one or two regiments moving on 20 orders. Because the orders delay takes, on average, an hour, I feel I need to give everyone orders at the beginning when they're free.

So, bottom line, while I love limited orders, I feel that the delay (usually at least an hour before they even start executing) prevents me from "going slow" on the attack.

(in reply to Mad Russian)
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RE: Movement TTPs - 11/9/2013 6:56:15 AM   
loki100


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aye, I tend to a long move order (hasty) for the Soviet recon units on turn 1 principally to avoid the problem of limited orders in later cycles. Find it better to get the recon and some of the combat formations moving out early and if they hit NATO soon ... well at least I know where they are.

With NATO recon I do tend to deliberate orders as I'm usually more keen to gain visual intelligence on certain key locations rather than a generic 'find the enemy'.

In the main, I find the order cycle plus limited orders has shifted my view on the use of movement orders. I use assault a lot now, primarily to gain the hold status at the end (ie one saved order). Again with NATO less important but with the Soviets it means you can leave a tank regiment/MRR for a while secure in the knowledge that will probably hold the objectives.

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RE: Movement TTPs - 11/9/2013 11:41:53 AM   
Mad Russian


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quote:

ORIGINAL: BROJD


quote:



If it was me, I'd move my recon slowly. Most games end in sudden death not run out of time. Do what you though, try different things. Learn what works for you. You may not be as aggressive as I am.



So here's my issue with moving my recon slowly -- the orders cycle.

If I send my recon out at a slow pace but let the rest of my two GTRs sit back and wait for contact before choosing my axis of attack, I'll never finish the scenarios.

I play limited orders -- it's awesome that way. But if I have a 30-minute turn, the first two turns (1 hour) until I make contact. Then I start issuing orders, but with the order delay it's usually 1/2 to 1 1/2 hours before my guys start moving. Even if I get 20+ orders, I can't get one or two regiments moving on 20 orders. Because the orders delay takes, on average, an hour, I feel I need to give everyone orders at the beginning when they're free.



How many games have you had that went the time distance and were stopped by the time limit?

quote:


So, bottom line, while I love limited orders, I feel that the delay (usually at least an hour before they even start executing) prevents me from "going slow" on the attack.


So then, your question is a bit more about planning that orders. Let's take a look at your dilemma from a bit of a different angle.

I create a plan. Then I execute that plan. Part of my execution is to send my recon forward to make sure I'm not driving into an ambush. I don't send my recon blindly out with no idea what I want to accomplish.

I understand that I have a huge advantage in that regard since I am God in the scenarios. Having created them I know pretty much what is out there and where I put it in it's setup zones. After 2 turns however that is all I used to know. The AI responds to me in different ways each time I fight a scenario. So, like the rest of you, at that point my plan either has to hold water or be adjusted.

I prefer to play with limited orders as well. I just rarely get to. I have to make sure that the scenarios will play balanced with the full orders options. I don't have enough time to balance them for full orders and then go back and play them for my own pleasure.

You can play your recon however you want. I warned you that YMMV. I started off playing the game by pushing them hard. Now, after about 2 years I send them slower. I need them to live. Push them hard and fast and many of them aren't coming home in one piece.

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 trebcourie)
Post #: 5
RE: Movement TTPs - 11/12/2013 5:24:13 AM   
trebcourie

 

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quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: BROJD


quote:



If it was me, I'd move my recon slowly. Most games end in sudden death not run out of time. Do what you though, try different things. Learn what works for you. You may not be as aggressive as I am.



So here's my issue with moving my recon slowly -- the orders cycle.

If I send my recon out at a slow pace but let the rest of my two GTRs sit back and wait for contact before choosing my axis of attack, I'll never finish the scenarios.

I play limited orders -- it's awesome that way. But if I have a 30-minute turn, the first two turns (1 hour) until I make contact. Then I start issuing orders, but with the order delay it's usually 1/2 to 1 1/2 hours before my guys start moving. Even if I get 20+ orders, I can't get one or two regiments moving on 20 orders. Because the orders delay takes, on average, an hour, I feel I need to give everyone orders at the beginning when they're free.



How many games have you had that went the time distance and were stopped by the time limit?




Honestly, probably only 2-3 out of the 12+ scenarios I've played.


And not to threadjack my own thread, but I am curious about how others use the different movement orders -- especially deliberate movements vs. assaults.

< Message edited by BROJD -- 11/12/2013 6:24:58 AM >

(in reply to Mad Russian)
Post #: 6
RE: Movement TTPs - 11/12/2013 2:31:15 PM   
Mad Russian


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Which means you should have the time to go slower if the time limit isn't stopping your game play.

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 trebcourie)
Post #: 7
RE: Movement TTPs - 11/12/2013 7:38:13 PM   
trebcourie

 

Posts: 301
Joined: 2/16/2007
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quote:

ORIGINAL: Mad Russian

Which means you should have the time to go slower if the time limit isn't stopping your game play.

Good Hunting.

MR


Hmmm... Maybe I'll try that.

(in reply to Mad Russian)
Post #: 8
RE: Movement TTPs - 11/14/2013 10:17:55 AM   
killkess

 

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My scouts again and again hit into unspotted minefield regardless of if i use deliberate or hasty movement. What is the best way to spot mines before things hit the fan?

The manual states that scout-units do have special abilities like better spotting or beeing more stealthy. How is this reflected in the units data?




(in reply to trebcourie)
Post #: 9
RE: Movement TTPs - 11/14/2013 6:56:25 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I think the movement mode you are looking for is assault. Not deliberate.

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 killkess)
Post #: 10
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