grungar Posted October 11, 2019 Share Posted October 11, 2019 Hi, can some veterans out there tell me when to use fast with inf other than say "dash" across a danger erea 0 Quote Link to comment Share on other sites More sharing options...
wadepm Posted October 11, 2019 Share Posted October 11, 2019 I think that is about it. 1 Quote Link to comment Share on other sites More sharing options...
General Jack Ripper Posted October 11, 2019 Share Posted October 11, 2019 Use Fast only if you want your guys to prioritize 'getting there ASAP' over things like spotting, or using their weapons. 3 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 11, 2019 Share Posted October 11, 2019 I use 'fast' most of the time. It's the 'scoot' part of 'shoot n scoot'... 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 11, 2019 Share Posted October 11, 2019 FAST orders your guys to run and to NOT stop and use weapons. When ordered to move QUICK, they may stop and use weapons if they see an enemy. 1 Quote Link to comment Share on other sites More sharing options...
George MC Posted October 11, 2019 Share Posted October 11, 2019 Just to clarify -a ssume you are talking about player orders not AI Plans and asscoited 'orders'? There is no 'dash' player command for units. Only 'fast'. In AI Plans using 'dash' as a behaviour = same effect if the player orders troops to 'fast' as others have described. 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted October 11, 2019 Share Posted October 11, 2019 I use Fast movement a lot. The TacAI does as well, during Assault commands - the moving element moves Fast whilst the other element is in overwatch. The order prioritises movement above all - you're the least likely to stop and open fire on available targets, so you have the most control over your actions. Some theoretical examples: 1) I'm developing a firefight. One squad in the platoon has made contact, and is exchanging fire with the enemy. I decide that I need to send a fireteam to a specific piece of cover to add to the outgoing volume of fire, and I don't want them engaging from any other location. Fast move is the best way to do that, quickly and with as much certainty as possible. 2) The lead squad of a platoon comes under fire. The rest of the platoon is in good position to return fire, but the lead squad is cowering out of C2, so can't share spotting contacts, meaning that the enemy has not been spotted by the rest of the platoon. My HQ element will Fast move between platoon elements to pick up the contacts and Fast move back to share them to the other squads. 3) Incoming mortar rounds. Priority number one is being anywhere but here, so you don't want to start engaging in a firefight. Fast moving tires them out, obviously, which will degrade their movement (Fast->Quick->Move->Slow). It's also a large commitment - if your order was unsafe (e.g., the fireteam element you've moved up to support is flanked by an enemy MG), then you've probably just lost that element. You should therefore use it in situations where you're confident about the move, and where you are not expecting to cover large distances or make multiple Fast moves in the future. 3 Quote Link to comment Share on other sites More sharing options...
markshot Posted October 11, 2019 Share Posted October 11, 2019 I make them run from time to time. I don't want them to get too complacent and walk around saying "Take a look at that!". They should always feel death lies around the next corner. For if they knew what I know, it does. So, "Run, Ladies, Run!". 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted October 11, 2019 Share Posted October 11, 2019 37 minutes ago, markshot said: I make them run from time to time. I don't want them to get too complacent and walk around saying "Take a look at that!". They should always feel death lies around the next corner. For if they knew what I know, it does. So, "Run, Ladies, Run!". I force them to run back and forth under fire, reciting health statistics about the dangers of a sedentary lifestyle. If there are any survivors, I take away their cigarettes. 2 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted October 11, 2019 Share Posted October 11, 2019 47 minutes ago, Bulletpoint said: I force them to run back and forth under fire, reciting health statistics about the dangers of a sedentary lifestyle. If there are any survivors, I take away their cigarettes. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted October 11, 2019 Share Posted October 11, 2019 WWII infantry aren't carrying 40 pounds of body armor and running through extreme desert heat. So there's less of a penalty for running your men here and there. CMSF2 infantry on a hot day are likely to quickly tire to the point of exhaustion. Then they won't have the mojo to do what needs to be done when the firing starts. 1 Quote Link to comment Share on other sites More sharing options...
grungar Posted October 11, 2019 Author Share Posted October 11, 2019 thanks mates for the lessons anymore ideas are welcome 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted October 11, 2019 Share Posted October 11, 2019 as all said above. I found the TacAI reacting and shooting too slow on moving targets, particularly beyond normal rifle ranges. This makes short distance fast/dashing quite a usefull tactic most the time. The AIP generally is not so fortunate as bounds are usually longer (largely depends on mission designer settings), but again the TacAI reacts too slow to make most of a situation when targets are moving and not in cover (or prone) yet. 0 Quote Link to comment Share on other sites More sharing options...
markshot Posted October 12, 2019 Share Posted October 12, 2019 Best to recon the path before the sprint unless you know the enemy is falling back in disarray. The OPFOR AI is brutal if it is set up already. I have lost 2/3s like that. Also, the worst is when they get pinned midway and continue to bleed for another 4-5 more minutes. (Unlike a human, the AI not smart enough to let a small force pass and wait for the main body before opening up.) 0 Quote Link to comment Share on other sites More sharing options...
eniced73 Posted October 12, 2019 Share Posted October 12, 2019 Related. Just happened to be searching about fatigue/exhaustion and seen this post. 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted October 15, 2019 Share Posted October 15, 2019 As mentioned elsewhere - although fatigue does not have a direct impact on accuracy (or similar), fatiguing your soldiers means that you won't be able to Quick or Fast move when you really need to, when mortar rounds are incoming or when you need to rush up a support weapon to a forward position. Fatigue therefore absolutely degrades your ability to fight, just indirectly. 1 Quote Link to comment Share on other sites More sharing options...
markshot Posted October 15, 2019 Share Posted October 15, 2019 Personally, I always thought fast moves were better put on women. 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted October 15, 2019 Share Posted October 15, 2019 Better yet, put moves on fast women. 0 Quote Link to comment Share on other sites More sharing options...
Ted Posted October 15, 2019 Share Posted October 15, 2019 How far can you fast move before you Tire? 0 Quote Link to comment Share on other sites More sharing options...
markshot Posted October 15, 2019 Share Posted October 15, 2019 That depends on fitness and environmental conditions. I only fast most if they are going to hold and wait. If they must keep moving, then I move or quick step. In former game, they recovered quicker if they were HIDE, but I don't know about this game. 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted October 15, 2019 Share Posted October 15, 2019 Fitness, terrain and what they're carrying - they'll tire faster if loaded with weapons and ammunition. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 16, 2019 Share Posted October 16, 2019 13 hours ago, markshot said: In former game, they recovered quicker if they were HIDE, but I don't know about this game. Tests some years ago showed that HIDE makes no difference for recovery times. So, unless things have changed... 1 Quote Link to comment Share on other sites More sharing options...
markshot Posted October 16, 2019 Share Posted October 16, 2019 Thanks. That is good to know. Do they recover quicker if pulled out of the line? 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 16, 2019 Share Posted October 16, 2019 4 hours ago, markshot said: Do they recover quicker if pulled out of the line? They recover quickest if simply left in place. Of course, that might not be practical if spotting rounds are creeping closer. Michael 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 16, 2019 Share Posted October 16, 2019 IIRC recovery may be slowed or halted if they are under fire or in LOS of known enemies. 0 Quote Link to comment Share on other sites More sharing options...
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