How can I set up "Shoot and retreat to pre-defined spot" orders?

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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EwaldvonKleist
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How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by EwaldvonKleist »

I want to set up my units on a hill combe. They are supposed to quickly shoot their ATGMs at the approaching enemy and then follow a pre-defined path to a pre-defined new location. Is there a way to set up such a mission?

From my understanding, you can either set up screen/hold orders and leave the retreat path to the AI, OR set up a clearly defined path which is started at a fixed time X irrespective of other conditions. Am I missing something?
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by CapnDarwin »

There is no "withdrawal" type order in the game at the moment. You can set up a standoff range and SOP setting to make the unit fall back faster. We are working on a more defined fallback mechanic right now, and hopefully, it will work better for what you need.
OTS is looking forward to Southern Storm getting released!

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SgtZdog
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by SgtZdog »

Note that even direct fire units can be given SOP->Relocate When->After each fire mission(or after all fire missions) to have them scoot after firing. And a mechanic for designating withdrawal points is coming.
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EwaldvonKleist
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by EwaldvonKleist »

Thank you for your reply!
SgtZdog wrote: Thu Apr 25, 2024 8:50 pm Note that even direct fire units can be given SOP->Relocate When->After each fire mission(or after all fire missions) to have them scoot after firing. And a mechanic for designating withdrawal points is coming.
True, but you can't determine the path and end point. So a prepared retreat where the first line fires and then quickly withdraws to the next defence line into pre-designated locations to reload is not really possible.

Since you are here: The ammunition level of units can be very misleading if a unit has ATGMs and Machine Cannon/MG/Infantry ammunition. The ATGMs typically run out quickly, the unit then still shows high ammunition levels but is defenceless/useless at distances and against armour.
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Tcao
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by Tcao »

EwaldvonKleist wrote: Thu Apr 25, 2024 10:10 pm True, but you can't determine the path and end point. So a prepared retreat where the first line fires and then quickly withdraws to the next defence line into pre-designated locations to reload is not really possible.
Unfortunately, yes. I hope this feature can be put on Dev team's to do list the high priority.
With current game mechanism, there is a way to do so, however. It is like a poor man's retreat order.

Assuming you have a short command cycle. And assuming your ATGM team has expended all their ammunition in pervious turn. Change the SOP to "relocate when enemy spotted", put stand off range to max (12 hex). So the unit will begin retreat at the new turn cycle. The retreat/relocate is very similar to move deliberate, that is 2min move through a hex with good road. And if your turn cycle is short, by the end of the new turn they are still on the road to the AI designated retreat to position.
You can drag waypoint to the place you want to. Don't forget to revise the standoff range and change the SOP from "relocate when enemy spotted" to your pervious SOP.
Last edited by Tcao on Fri Apr 26, 2024 2:19 pm, edited 1 time in total.
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EwaldvonKleist
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by EwaldvonKleist »

Tcao wrote: Fri Apr 26, 2024 1:18 pm
EwaldvonKleist wrote: Thu Apr 25, 2024 10:10 pm True, but you can't determine the path and end point. So a prepared retreat where the first line fires and then quickly withdraws to the next defence line into pre-designated locations to reload is not really possible.
Unfortunately, yes. I hope this feature can be put on Dev team's to do list the high priority.
With current game mechanism, there is a way to do so, however. It is like a poor man's retreat order.

Assuming you have a short command cycle. And assuming your ATGM team has expended all their ammunition in pervious turn. Change the SOP to "relocate when enemy spotted", put stand off range to max (12 hex). So the unit will begin retreat at the new turn cycle. The retreat/relocate is very similar to move deliberate, that is 2min move through a hex with good road. And if your turn cycle is short, but the end of the new turn they are still on the road to the AI designated retreat to position.
You can drag waypoint to the place you want to. Don't forget to revise the standoff range and change the SOP from "relocate when enemy spotted" to your pervious SOP.
Good idea, thank you!
You are using the fact that SOP changes are transmitted quickly (instantly?) and the unit reacts quickly to them, while manually giving a movement order comes with a considerable delay, right?
And if a unit is already moving with an SOP induced end way point, changing the end way point can be done without any delay, so you get an "instant" move order this way?
Am I understanding this correctly?
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by SgtZdog »

EwaldvonKleist wrote: Thu Apr 25, 2024 10:10 pm Since you are here: The ammunition level of units can be very misleading if a unit has ATGMs and Machine Cannon/MG/Infantry ammunition. The ATGMs typically run out quickly, the unit then still shows high ammunition levels but is defenceless/useless at distances and against armour.
It's on the todo list to address that. Attack helicopters with both HE rockets and ATGM are really bad about needing potentially different SOP to handle what the player wants to do with them.
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Tcao
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Re: How can I set up "Shoot and retreat to pre-defined spot" orders?

Post by Tcao »

EwaldvonKleist wrote: Fri Apr 26, 2024 1:28 pm
Good idea, thank you!
You are using the fact that SOP changes are transmitted quickly (instantly?) and the unit reacts quickly to them, while manually giving a movement order comes with a considerable delay, right?
And if a unit is already moving with an SOP induced end way point, changing the end way point can be done without any delay, so you get an "instant" move order this way?
Am I understanding this correctly?
That is correct, SOP initiate movement do not have any command delay.
drag end waypoint here and there will not cause any delay too. However, if you change the movement type in SOP window, for example, change "withdraw" to "move hasty", it will cause command delay.


Also, for Nato player, sometimes it would be better to change the fire discipline to "hold fire". Move out from a dug in position is always a vulnerable process. hold fire can make them keep a low profile so that they can move out in stealth.

the same trick probably doesn't work for WP, as their company size counter is too big to hide.
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