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How to play Armored Brigade ?

 
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How to play Armored Brigade ? - 1/23/2020 4:06:26 PM   
CaptainFalcon

 

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I was just wondering, how exactly should I play AB ?


I always to play AB in as if im playing winSPMBT; I micromanage down to the single squads and, as when you play winspmbt you give new orders each turn, I try to constantly give orders in AB. Another example is I dont set doctrine for the units, sometimes I set them on the run (as in winspmbt the game can be very much enjoyable even without setting max range, suppression, rally and etc).


But, im finding it getting overwhelming and out of control (in a bad way) very quickly, I lose track of most units and end up focusing on a tiny of them, even tho I play very small scenarios and didnt reach the level of a Brigade yet.


So i thought then maybe this isnt the perfect way AB should be played, because it this way didnt get me the fun feel that everyone is talking about.



That being said, how do you think AB should be played and what did i get wrong ?

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RE: How to play Armored Brigade ? - 1/23/2020 4:36:44 PM   
erichswafford


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I’m trying giving orders to formations only and limiting myself to 3 minute rounds (to better sim a typical OODA loop at this scale). I’m hoping this prevents the micromanaging and remove a lot of the “game” out of “wargame”.

I also think it really helps to plan ahead with your orders (pre-planned retreats especially) using disabled waypoints.

Overall, my impression is that the more time you spend planning and setting up your moves beforehand, the more enjoyable/rewarding the game subsequently becomes.

My only major issue is visualizing the 3D battlefield. I guess this is also something real commanders would’ve struggled with as well. Still, I’d love to see this wargame have a 3D mode (like combat mission) to help me out with LOS and positioning of my forces for max effect.

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RE: How to play Armored Brigade ? - 1/23/2020 6:16:54 PM   
budd


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I give orders at the formation level. I layout my plan and set all the orders during deploy phase. A lot of my orders I use delayed waypoints to pay the delay up front. Of course the plan mostly doesn't survive contact so I make sure my HQs are in range to keep the orders delay to a minimum when I have to adjust things. I really try hard to not give orders at unit level, the delay usually gets you killed. Maybe playing with timed rounds would be better for you until you get a handle on things . It's a mind set thing for me.....don't micro, don't micro, same thing I had to get used to when I started playing Command Ops years ago. A lot of time is spent planning and giving all the orders during setup.

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RE: How to play Armored Brigade ? - 1/23/2020 9:38:16 PM   
22sec

 

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From: Jackson, MS
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quote:

ORIGINAL: CaptainFalcon


I was just wondering, how exactly should I play AB ?


I always to play AB in as if im playing winSPMBT; I micromanage down to the single squads and, as when you play winspmbt you give new orders each turn, I try to constantly give orders in AB. Another example is I dont set doctrine for the units, sometimes I set them on the run (as in winspmbt the game can be very much enjoyable even without setting max range, suppression, rally and etc).


But, im finding it getting overwhelming and out of control (in a bad way) very quickly, I lose track of most units and end up focusing on a tiny of them, even tho I play very small scenarios and didnt reach the level of a Brigade yet.


So i thought then maybe this isnt the perfect way AB should be played, because it this way didnt get me the fun feel that everyone is talking about.



That being said, how do you think AB should be played and what did i get wrong ?




I typically have played large scenarios only - I am talking multiple battalions. I don't have time to micromanage, although every once in a while it is necessary. Planning is essential, starting in the deployment phase. I think giving orders to formations is the best way to play, but there are nuances associated with the game's mechanics that have to be learned. For instance what's the best way to move formation A to location x given the terrain and threat, and then understanding how orders, formations, and path settings effect the unit's movement. A couple other helpful tips: the pause button is your friend, units on the modern battlefield die quickly, see the pause button comment. This is where the micromanagement can come in. Example, two platoons of vehicles break cover advancing towards probable enemy contact, sure enough one or two vehicles die in an instant. Here is where it may be necessary to jump in, perhaps order the formations to pop smoke, perhaps order them to reverse back to cover or change their order to Fast.

< Message edited by 22sec -- 1/23/2020 9:39:06 PM >


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RE: How to play Armored Brigade ? - 3/11/2020 5:29:07 PM   
emeg

 

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I use always an combination of waypoints, by example "advance" and than if I take some risks a disabled (fast move) retreat waypoint as my last waypoint to escape as soon as possible if things go wrong. Activating disabled waypoints to allow a stopped formation or unit to continue further don't cost order delay time because by stopping them due inactive waypoints in their route didn't chance the pre planned moves. Another tactic I use is to hold my formations or units as long as possible at a relative safe distance (due one or more inactive waypoint(s) on their route) especially if it looks that things are not according my pre planned moves or to keep the maneuvers of several formations and units on their route coördinated and in good order. To disable an enabled waypoint further ahead on the route press and hold the ctrl key with a left click on the active waypoint two or more waypoints ahead to toggle it to inactive. In fact you say then STOP to your advancing formations and units at the last still active waypoint to avoid troubles further ahead. Inactive waypoints have a red color (red as the general code for stop and or danger) is for formations and units the signal not to continue towards the red colored waypoint. Only if really needed I remove pre planned waypoints to change my plans. The pre planned marching orders with disabled waypoints on the route to keep control over how far my formations and units are allowed to go on their route is my answer to avoid chaos and the feeling to be overwhelmed. Also if a formation is put on hold due a inactive waypoint you have all the time to give new SOP instuctions and formation changing orders (by example from a march formation to a line formation) to prepare the formation that was put on hold for what is coming next.

< Message edited by emeg -- 3/11/2020 5:34:38 PM >


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RE: How to play Armored Brigade ? - 3/12/2020 3:04:09 AM   
exsonic01

 

Posts: 1131
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From: Somewhere deep in appalachian valley in PA
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1. Be patient, and play slowly and play safe. This game's spotting mechanics are harsh, and it is really hard to find hidden enemy ambush, even with thermal sight. So you need to play slow and safe if you want to reduce your casualty. Don't push your forces, especially vehicles, to uncharted area. Always recon first or send infantry first at least. But this depends on your play style or scenario: if there is a time limit in scenario, or if you want to push fast, then you need to concentrate your forces, and use a lot of artillery support to suppress enemy ambush down.

2. Recon is critical in this game. Buy enough recon, (recon armor, recon IFV, and recon squad) infiltrate recon squad and outflank recon vehicles behind enemy main line / groups. Don't just throw them to enemy fire, try to save them at all cost, as they are like AEW or JSTARs of airforce. Recon can do early warning and give you big picture of enemy location and push direction. Gather all possible information as much as possible. If there is a time constraint, then use your recon vehicles wisely and carefully (because recon infantry are slow). With good enough info regarding enemy ambush site, line or axis of attack, then you can plan your attack nicely, and you can drop good amount of arty or air strike.
You will need some micro to save recon vehicles and recon infantry. Good recon will reduce the chance of being ambushed. Like I wrote above, spotting mechanism of this game is harsh. If given scenario don't have that much recon, then use mech-infantry or infantry squad to do recon's job. I don't like micromanagement of units in general, but recons are exception to increase their survivality.
Check
http://www.matrixgames.com/forums/fb.asp?m=4693319
this post.

3. Use formation and spacing wisely.
Like 22sec, I also usually play 'large' scenario in 'large map'. 15km x 15km or at least 12km x 12km. Mostly 50k vs 50k point meeting engagement, but due to unit number limit sometimes I play 30k vs 30k or 25k vs 25k. In this situation, there is really no time for micro. I know AI of this game still needs improvement, but not that bad. In forest or urban, use short path SOP, free formation, wide spacing. When charge over the field, use short path SOP, wedge or line formation, but spacing can vary with geometry. If you need to move your troops fast via road, then use marching formation (SOP automatically changed to quick move) and use narrow spacing. Like I just wrote, I don't usually micro my main forces, but I rather micro my recon forces because I need to save them.

I think these are my meta. I'm usually fan of "take enough time" to finish hide and seek with enemy recon or possible ambush. My game became usually slow, but mu motto is better late then sorry.



< Message edited by exsonic01 -- 3/12/2020 3:24:42 AM >

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