levenminiatures Posted September 6, 2012 Share Posted September 6, 2012 I used to like 'Move to Contact' because you could have the troops move onward once the opposition was dispensed with - with the 'Hunt' command the troops stop when contact is made, and don't move onwards to their objective when the threat is removed, so yes, I think Move to Contact should be added. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted September 6, 2012 Share Posted September 6, 2012 My own opinion (for a change) is that the movement commands are just perfect as they are. Right now I'm gaming at least a dozen distinct fights where small units are probing forward into close terrain, and things feel right. You as omniscient commander might like your pixeltruppen to fight forward continuously and "get on with it", but your guys don't necessarily feel the same way; once enemy is in sight, even if a long long way away from the area they're Hunting into, the guys are twitchy, on edge and go to ground at the slightest provocation. That's absolutely real to me. Once the enemy is encountered, you've got all the tools you need to prosecute the attack, assuming you're willing to do a little micro: Slow crawls and Fast/Quick rushes, and of course the excellent Assault command for squads. IMHO. That said, SOPs (drills) would be nice, but as a time saver for players maneuvering large formations, not a single unit micromanagement tool. I'd like a Formation command tab for platoon HQs that causes squads (or vehicles) in command to form Tactical Column, Line Abreast, (Wide) Skirmish Line or Wedge, and to maintain that approximate formation with the leader, until their Alert level reaches a certain threshold (influenced by experience, morale and leadership) and they go to ground, or they enter terrain that prevents it. I'd guess the "spacing checks" required would be computationally expensive, but as a player aid would be worthwhile for a future iteration of the engine as PC power proceeds apace. P.S. I also really like how Rattled/Shaken squads will not prosecute an Assault command; they don't delete the command but just sit there (will they eventually go? not sure). You have to use a different command to get them to advance, or bring up fresh horses. 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted September 6, 2012 Share Posted September 6, 2012 Right now I'd settle for advancing troops NOT running forward in single file ! I've had 8 men in a row taken out by an shell that didn't even land near them 0 Quote Link to comment Share on other sites More sharing options...
Frankster65 Posted September 6, 2012 Share Posted September 6, 2012 Well said LongLeftFlank. I am in agreement with you. 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted September 6, 2012 Share Posted September 6, 2012 My own opinion (for a change) is that the movement commands are just perfect as they are. Right now I'm gaming at least a dozen distinct fights where small units are probing forward into close terrain, and things feel right. You as omniscient commander might like your pixeltruppen to fight forward continuously and "get on with it", but your guys don't necessarily feel the same way; once enemy is in sight, even if a long long way away from the area they're Hunting into, the guys are twitchy, on edge and go to ground at the slightest provocation. That's absolutely real to me. Once the enemy is encountered, you've got all the tools you need to prosecute the attack, assuming you're willing to do a little micro: Slow crawls and Fast/Quick rushes, and of course the excellent Assault command for squads. IMHO. That said, SOPs (drills) would be nice, but as a time saver for players maneuvering large formations, not a single unit micromanagement tool. I'd like a Formation command tab for platoon HQs that causes squads (or vehicles) in command to form Tactical Column, Line Abreast, (Wide) Skirmish Line or Wedge, and to maintain that approximate formation with the leader, until their Alert level reaches a certain threshold (influenced by experience, morale and leadership) and they go to ground, or they enter terrain that prevents it. I'd guess the "spacing checks" required would be computationally expensive, but as a player aid would be worthwhile for a future iteration of the engine as PC power proceeds apace. P.S. I also really like how Rattled/Shaken squads will not prosecute an Assault command; they don't delete the command but just sit there (will they eventually go? not sure). You have to use a different command to get them to advance, or bring up fresh horses. This. I absolutely agree with your comments, LLF. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted September 6, 2012 Share Posted September 6, 2012 My own opinion (for a change) is that the movement commands are just perfect as they are. Right now I'm gaming at least a dozen distinct fights where small units are probing forward into close terrain, and things feel right. I hope you're not using Move, cos that'll end badly for your pTruppen. You as omniscient commander might like your pixeltruppen to fight forward continuously and "get on with it", but your guys don't necessarily feel the same way; once enemy is in sight, even if a long long way away from the area they're Hunting into, the guys are twitchy, on edge and go to ground at the slightest provocation. That's absolutely real to me. I don't have a problem with Hunt, it's just not very useful. It has its (limited) place, though. Once the enemy is encountered, you've got all the tools you need to prosecute the attack... I feel it's telling that you don't include Move in those tools. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted September 6, 2012 Share Posted September 6, 2012 Good! Are you feeling up to wading in your heroic dad's boots at Makin, MJK? And I'm using Move right now to get my troops to wade ashore without Exhausting themselves in the process. It's basically a "route march" command, and it definitely has its uses on large maps. In the firefight zone, not so much of course. Remember, this is a wargame -- it isn't only about getting as many weapons shooting as quickly as possible. Patience, grasshoppers! Now if you want me to gripe, I DO have a problem with the AI routines that generally give units only two speeds: agonizingly Slow and suicidally Quick (until they exhaust themselves and Mosey instead!). I would like to see them use Hunt as their default when in Advance and Assault/Max Assault mode. I'd guess the reason it isn't is that once contact is made, that breaks their chain of orders and they then wouldn't move for the rest of the game. Nothing is simple.... Maybe Assault should be their default order instead, with a routine for AI controlled forces that they Pause if they (a) reach Fatigued and ( are in cover, then resume their Assault move again once they regain Tiring. But here too, extra coding spaghetti for Charles.... 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted September 6, 2012 Share Posted September 6, 2012 I'm patiently waiting for it. It's looking better all the time! 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted September 7, 2012 Share Posted September 7, 2012 I don't want any of the current commands removed/replaced. I just want "Continuous Hunt" and "Continuous Hunt -Armor Only" commands added. -Mainly for use by armor. 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted September 7, 2012 Share Posted September 7, 2012 I don't want any of the current commands removed/replaced. I just want.... Do you? Do you really? Remember Steve's analogy of Homer Simpson's dream car. When you get everything you want, you may not want 'it' anymore. 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted September 7, 2012 Share Posted September 7, 2012 Do you? Do you really? Remember Steve's analogy of Homer Simpson's dream car. When you get everything you want, you may not want 'it' anymore. Well...I'll maintain a position of being "open-minded" on command changes. 0 Quote Link to comment Share on other sites More sharing options...
GerryCMBB Posted September 7, 2012 Share Posted September 7, 2012 I am finding the Hunt command quite useless many times. They will stop sometimes even if the firing is not near them. Is that your experience also? In WEGO, this can waste a whole minute. So if I really need them somewhere, I give a Quick command. Am I missing something? Gerry 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted September 7, 2012 Share Posted September 7, 2012 Your "hunting" teams need a covered arc to define the area in which firing will cause them to stop. GaJ 0 Quote Link to comment Share on other sites More sharing options...
Wodin Posted September 7, 2012 Share Posted September 7, 2012 We need a formation command. I'd like to give the move order but the troops shake out into line abreast or something. Rather than the single file at the moment. 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted September 7, 2012 Share Posted September 7, 2012 Split squads, move. GaJ 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted September 7, 2012 Share Posted September 7, 2012 Split squads, move. GaJ Four or five men in single file is better than 9-12, I agree, but still not ideal. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.