Chappie Posted July 16, 2004 Share Posted July 16, 2004 When is this command is best ordered? I use it for platoons to break contact and it always seem turn into a rabble. Am I better of using “assault” for tactical withdraws? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 16, 2004 Share Posted July 16, 2004 Depends on your situation. Sometimes you just need to get out of there quickly to save at least some men. Sometimes it's best to sneak. 0 Quote Link to comment Share on other sites More sharing options...
Chappie Posted July 16, 2004 Author Share Posted July 16, 2004 What I'm looking for is the best way to conduct a fighting retreat with speed I suppose. By using the withdraw order does it impact on morale etc? 0 Quote Link to comment Share on other sites More sharing options...
birdstrike Posted July 16, 2004 Share Posted July 16, 2004 I tend to use the advance or assault command for getting units out of immediate fighting situations (assault works nicely for me, as the unit gets a morale boost). I got the impression that the withdraw order always results in a morale drop, it appears more like a 'panic' command therefore I rarely use it, only if a unit would otherwise be totally annihilated and there's nothing to lose. 0 Quote Link to comment Share on other sites More sharing options...
Corvidae Posted July 16, 2004 Share Posted July 16, 2004 dont do it, the withdraw command not only turns your troops into a broken rabble, it also opens a door to another universe in which the rolling stones dont suck 0 Quote Link to comment Share on other sites More sharing options...
tar Posted July 16, 2004 Share Posted July 16, 2004 Withdraw has the advantage that the troops given that command don't have a command delay. It has the drawback that they take a morale hit, and unless of very high quality will panic (or worse). If high quality, the command delay is likely to be short anyway. It is really only useful when you need to move the units, RIGHT NOW (for example, if artillery is just starting to fall) and you won't need them to fight very soon. They will need time to recover from the withdrawal. Like most of the commands, it has its uses, but the precise circumstances can be a bit limited where it really helps you. 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted July 16, 2004 Share Posted July 16, 2004 It's useless in CMBB and CMAK unless what you try controlling has more than one or two minutes of delay for other orders. In CMBB and CMAK the probabilty of panicing seems to be hardcoded to 50%, for each unit individually. Unless you really just want to cross a tiny bit of open space before cover you will never extract a satisfying amount of men. 0 Quote Link to comment Share on other sites More sharing options...
securityguard Posted July 16, 2004 Share Posted July 16, 2004 It's just a panic command in my eyes, I rarely, rarely rarely use it. It's the most rarely used command in my CM aresenal because its uses are very little. I mostly use it for crews, but sometimes if I need troops to immediately escape LOS of something. like a 150mm gun, for example, which would do much more damage the next turn when it actually lands a round on my men. Its best to take the panic and morale drop than lose most of your platoon. 0 Quote Link to comment Share on other sites More sharing options...
Major Rags Posted July 17, 2004 Share Posted July 17, 2004 I use it when I've got folks in cover in front of trenches or reverse sloped defenders. They can spot and, if they get spotted, withdraw to the trench (where the HQ unit is). There is a morale hit, but if they are vet troops they usually won't drop to panic level. They can recover in about a minute if the HQ has a morale bonus (less if it's the double bonus). Two if it doesn't. I think where they withdraw to may have an impact. When they withdraw to a fortification like a trench they seem to regroup faster. 0 Quote Link to comment Share on other sites More sharing options...
xerxes Posted July 18, 2004 Share Posted July 18, 2004 Withdraw can be useful when you need to move quickly, but not when you're taking fire. i.e. pretty limited utility. 0 Quote Link to comment Share on other sites More sharing options...
RPK Posted July 18, 2004 Share Posted July 18, 2004 Definitely a last resort command. It has saved several of my units that would have taken a major thrashing by artillery or armor. Try to make the withdrawal through concealment and cover and the destination likewise, if at all possible. 0 Quote Link to comment Share on other sites More sharing options...
leakyD Posted July 21, 2004 Share Posted July 21, 2004 I've been playing with the Withdraw command more lately. Withdrawing through cover (scattered trees and up), within C&C, is not so bad, even under fire. Well, not HEAVY fire, at least. Any of my units under HEAVY fire tend to be screwed no matter what. 0 Quote Link to comment Share on other sites More sharing options...
sugafudahuh Posted August 10, 2004 Share Posted August 10, 2004 what you do-if circumstances allow-is PREDICT a strong enemy charge, and than withdraw to cover,perhaps better cover,breaking line of sight ready for a counter charge.that way you can suck opposition forward into a hastily or well prepared trap(or none at all).ive only just started playing cmbo,and usually only play quick battles as germans(they usually don t need to withdraw),but whenever i do withdraw i do it like that. 0 Quote Link to comment Share on other sites More sharing options...
Moon Posted August 10, 2004 Share Posted August 10, 2004 "Withdraw" is the equivalent of your platoon sergeant yelling "Withdraw! Ruun!". Therefore there is no command delay penalty, and you can move real quick. The increased chance for a unit panicking simulates all sorts of things, not only panic as such (although panic is included as one of the reasons). For example, units might get confused of where they should run to. Or simply not hear the order. A rushed withdrawal is always very confusing and hectic, and can even lead to a rout easily enough; but at the very least, it means that it will take time to reorganizie your units afterwards before they are again able to fight back effectively. Withdrawal is certainly by default an order you don't WANT to use too often But it can be very useful in certain situations. Being in close contact with an enemy who shoots at you is NOT one of those situations. But being hit with an accurate spotting round (and fearing the impact of the real thing soon), or an enemy tank sound contact while one of your platoons is crossing open ground and needs to get back into cover NOW, are some good examples. Martin 0 Quote Link to comment Share on other sites More sharing options...
walpurgis nacht Posted August 10, 2004 Share Posted August 10, 2004 Originally posted by redwolf: It's useless in CMBB and CMAK unless what you try controlling has more than one or two minutes of delay for other orders. In CMBB and CMAK the probabilty of panicing seems to be hardcoded to 50%, for each unit individually. Unless you really just want to cross a tiny bit of open space before cover you will never extract a satisfying amount of men. Rookie! Withdraw is very useful. What Moon said. One other thing to consider. If you're going to pull your infantry back, it's typically best if you prepare ahead of time. i.e., you ambush enemy infantry and fallback the turn after. This is best done by giving your forward infantry movement orders to "sneak" or "fast" move back at 61 seconds . . .so that they are ready to pull back instantly, simulating the instant withdraw the very 1st second of the turn after. If the enemy doesn't trip your ambush just reset the 61 second movement order every turn until he does. Withdraw becomes very valuable when that ambushing infantry of yours get's "pinned" in place, and can't fallback. That is when you cancel your movement orders and give them "withdraw" commands. If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. 0 Quote Link to comment Share on other sites More sharing options...
Joachim Posted August 10, 2004 Share Posted August 10, 2004 Originally posted by Walpurgis Night: If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. The enemy will waste lots of ammo to kill your pinned troops in decent cover. If they run, they are much better targets and will probably die as well . If you need the "withdraw" command something went wrong. The reverse does not hold - or "withdraw" would be the most used command. Gruß Joachim 0 Quote Link to comment Share on other sites More sharing options...
walpurgis nacht Posted August 10, 2004 Share Posted August 10, 2004 Originally posted by Joachim: </font><blockquote>quote:</font><hr />Originally posted by Walpurgis Night: If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. The enemy will waste lots of ammo to kill your pinned troops in decent cover. If they run, they are much better targets and will probably die as well . If you need the "withdraw" command something went wrong. The reverse does not hold - or "withdraw" would be the most used command. Gruß Joachim </font> 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted August 10, 2004 Share Posted August 10, 2004 Originally posted by Walpurgis Night: </font><blockquote>quote:</font><hr />Originally posted by redwolf: It's useless in CMBB and CMAK unless what you try controlling has more than one or two minutes of delay for other orders. In CMBB and CMAK the probabilty of panicing seems to be hardcoded to 50%, for each unit individually. Unless you really just want to cross a tiny bit of open space before cover you will never extract a satisfying amount of men. Rookie! Withdraw is very useful. What Moon said. One other thing to consider. If you're going to pull your infantry back, it's typically best if you prepare ahead of time. i.e., you ambush enemy infantry and fallback the turn after. This is best done by giving your forward infantry movement orders to "sneak" or "fast" move back at 61 seconds . . .so that they are ready to pull back instantly, simulating the instant withdraw the very 1st second of the turn after. If the enemy doesn't trip your ambush just reset the 61 second movement order every turn until he does. Withdraw becomes very valuable when that ambushing infantry of yours get's "pinned" in place, and can't fallback. That is when you cancel your movement orders and give them "withdraw" commands. If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. </font> 0 Quote Link to comment Share on other sites More sharing options...
walpurgis nacht Posted August 10, 2004 Share Posted August 10, 2004 Originally posted by redwolf: </font><blockquote>quote:</font><hr />Originally posted by Walpurgis Night: </font><blockquote>quote:</font><hr />Originally posted by redwolf: It's useless in CMBB and CMAK unless what you try controlling has more than one or two minutes of delay for other orders. In CMBB and CMAK the probabilty of panicing seems to be hardcoded to 50%, for each unit individually. Unless you really just want to cross a tiny bit of open space before cover you will never extract a satisfying amount of men. Rookie! Withdraw is very useful. What Moon said. One other thing to consider. If you're going to pull your infantry back, it's typically best if you prepare ahead of time. i.e., you ambush enemy infantry and fallback the turn after. This is best done by giving your forward infantry movement orders to "sneak" or "fast" move back at 61 seconds . . .so that they are ready to pull back instantly, simulating the instant withdraw the very 1st second of the turn after. If the enemy doesn't trip your ambush just reset the 61 second movement order every turn until he does. Withdraw becomes very valuable when that ambushing infantry of yours get's "pinned" in place, and can't fallback. That is when you cancel your movement orders and give them "withdraw" commands. If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. </font> 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted August 10, 2004 Share Posted August 10, 2004 Well, they certainly didn't for me. But I never used this command since early CMBB, maybe BFC has a less radical approach now. 0 Quote Link to comment Share on other sites More sharing options...
arax3 Posted August 10, 2004 Share Posted August 10, 2004 I use "withdraw" to get "out of ammo" artillery spotters and other such depleted units out of harms way ASAP! There is use letting them be captured or killed and count towards the victory margin of the opponent. A3 0 Quote Link to comment Share on other sites More sharing options...
sugafudahuh Posted August 11, 2004 Share Posted August 11, 2004 so now I can stress the need to PREDICT a bad situation and withdraw BEFORE coming under fire ,and thus lessen the chance of panicking and/or routing. 0 Quote Link to comment Share on other sites More sharing options...
Joachim Posted August 11, 2004 Share Posted August 11, 2004 Originally posted by Walpurgis Night: </font><blockquote>quote:</font><hr />Originally posted by Joachim: </font><blockquote>quote:</font><hr />Originally posted by Walpurgis Night: If they are pinned in place, the enemy can move in and kill your infantry. Withdraw will almost certainly "panic" you boys under fire, who will run back, even under fire, saved to fight another day if you prepare correctly and have contingency time for them to rally. The enemy will waste lots of ammo to kill your pinned troops in decent cover. If they run, they are much better targets and will probably die as well . Gruß Joachim </font> 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted August 11, 2004 Share Posted August 11, 2004 best use i have found is in operations. getting them to panic to the rear, then the next battle you still have them. i have tried advance, assault, and withdraw and combined with a sneak. never consistant results. it may be a dice roll calculation. mostly i use these when i think they are going to die or be captured anyway. 0 Quote Link to comment Share on other sites More sharing options...
sugafudahuh Posted August 12, 2004 Share Posted August 12, 2004 humpf...i still think my way is waaay better. 0 Quote Link to comment Share on other sites More sharing options...
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