Guest Robert Hall Posted May 7, 2000 Posted May 7, 2000 I've not seen this topic discussed before in any detail on this forum so I'm curious how players withdraw from 'awkward' situations and how useful they find the 'Withdraw' command. In fact, do you use the 'Withdraw' command at all? For example you set up an ambush ahead of your main line with an infantry platoon which nicely catches the enemy off guard rushing headlong into it and oblivious to the fact you might be so audacious as to advance and set one up in front of the set up locations - such as in Riesberg. After maybe just one turn inflicting significant casualties, it becomes apparent the enemy is advancing with stronger forces than you expected, say two full platoons and associated supporting units including a tank, so you decide it is highly appropriate to conduct a fighting withdrawal rather than to stay put and be quickly overwhelmed. Anybody any tips for a reasonably safe withdrawal under the above situation? This example is not unlike Fionn's current AAR. Fionn quotes in Turn 2, "I order the platoon which just made contact with the enemy to pull back about 15 metres. Since I don’t want Bil to be able to bring a crossfire to bear on it. Instead, I’ll let him walk into MY crossfire ." How did you pull back about 15 metres Fionn? Using Withdraw or Run or simply moving the location of a waypoint? Do you have any general guidelines for the best way to withdraw under fire? My view is that for any forward, exposed units you can use the 'Withdraw' command to get them moving immediately. However I have found this command does not allow you to set any waypoints and is also very restrictive in only allowing you to move in a very small arc before the line turns red and cannot be used. But at least you can withdraw any exposed units very quickly. Otherwise I try to 'Run' or 'Move' other less exposed units a little further back, usually two units at a time, so the other two units in the platoon can keep some protective fire going if necessary on the enemy and keeping all units within command radius of the HQ unit if at all possible. Robert
Juju Posted May 7, 2000 Posted May 7, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Robert Hall: My view is that for any forward, exposed units you can use the 'Withdraw' command to get them moving immediately. However I have found this command does not allow you to set any waypoints and is also very restrictive in... <HR></BLOCKQUOTE> That's the point with withdrawing. The magic words here isn't "where to exactly?" but "AWAY, in a general direction!"
Black Sabot Posted May 7, 2000 Posted May 7, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Robert Hall: is also very restrictive in only allowing you to move in a very small arc before the line turns red and cannot be used. Robert <HR></BLOCKQUOTE> I would like to know what determines the "arc" of withdrawal. One would think it is at least in the general direction away from the threat, but i just had an example where it wasn't so. Does anyone have any insight on this?
Moon Posted May 7, 2000 Posted May 7, 2000 As far as I know, you can only withdraw towards a friendly map edge. Withdrawing has one advantage - it occurs without a command delay. However, there are many disadvantages: no waypoints are possible and the troops ordered to withdraw tend to panic quickly. Withdraw therefore is a good order when you're in serious trouble and need to get away QUICK! For a planned withdrawal, the order movement orders are usually better.
Fionn Posted May 8, 2000 Posted May 8, 2000 I used the FAST command to withdraw. The withdraw command's many drawbacks mean I don't use it much at all. How to withdraw? Well, the best thing is to withdraw through some cover so that you can break contact with the enemy quickly . In those woods I was fighting in visibility was about 20 metres so all I had to do was withdraw 25 metres from the enemy and I could be quite certain of breaking contact and being allowed to set up a defensive line in peace.
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