Disengaging

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Mad Russian
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RE: Disengaging

Post by Mad Russian »

Artillery fire is generally observed. So, if you move they adjust it to still hit you.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
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RogerJNeilson
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RE: Disengaging

Post by RogerJNeilson »

Ok, so their adjustments are instantaneous but orders are not?

Do they use a different command structure?

Sorry its just I am getting a little annoyed at them constantly hitting my 'screening' units over a 30 minute command pulse.

Roger
An unplanned dynasty: Roger Neilson, Roger Neilson 11, Roger Neilson 3 previous posts 898+1515 + 1126 = 3539.....Finally completed my game which started the day WITP:AE was released
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calgar
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RE: Disengaging

Post by calgar »

Original

Ok, so their adjustments are instantaneous but orders are not?

Do they use a different command structure?

You don't need a completley new fire mission. You just need to adjust fire, and you have the FDC on the net anyway.

A
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RogerJNeilson
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RE: Disengaging

Post by RogerJNeilson »

Ok, guess I just have to live with my units sitting under bombardment for over an hour despite having orders to move......

GGGGGGGGGRRRRRRRRRRRRRRR


Roger
An unplanned dynasty: Roger Neilson, Roger Neilson 11, Roger Neilson 3 previous posts 898+1515 + 1126 = 3539.....Finally completed my game which started the day WITP:AE was released
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Mad Russian
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RE: Disengaging

Post by Mad Russian »

ORIGINAL: pzgndr
ORIGINAL: Mad Russian
Successfully disengaging is the hardest maneuver to do in real combat.

This is true for being decisively engaged and everybody is fighting and shooting like hell. But for ambushes and recon units that should have a clear plan for disengagement well before becoming decisively engaged, it should be a relatively smooth maneuver (shoot or don't shoot, then scoot). Currently, players cannot control such maneuvers in the game and end up watching helplessly as units take unnecessary losses.

What you are describing there is the essence of screen. If they threaten you pull out. While that is technically disengaging because you are probably being shot at, it's far more simply screening. Which our screen order is designed to do.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
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RE: Disengaging

Post by Mad Russian »

ORIGINAL: Roger Neilson 3

Ok, guess I just have to live with my units sitting under bombardment for over an hour despite having orders to move......

GGGGGGGGGRRRRRRRRRRRRRRR


Roger

I feel your pain.

We all do.

The more artillery you get hit with the longer it will take for them to move too. Because every round that falls on them reduces their readiness, which increases their response time, which means they take longer to move.

Being hit by artillery is just bad news all around.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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calgar
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RE: Disengaging

Post by calgar »

Original by Mad Russian

What you are describing there is the essence of screen. If they threaten you pull out. While that is technically disengaging because you are probably being shot at, it's far more simply screening.

I think pzgndr's remark still holds true to a certain extend. In a delaying action, which would have been the norm, line units are expected to hold their positions just for a certain amount of time and then disengage. Subsequential BPs would be planned, so are the routes how to get there.Of course this gets more difficult the more fire is laid upon the line units, but it is also nothing 'extraordinary' to do. In contrary, this is certainly not what screens ought to do. Screens are supposed to give early warning in the first place. After contact, a screening force might be reorganized to defend, let the enemy bypass and carry on recon duties in their rear, or disengage.

A

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Mad Russian
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RE: Disengaging

Post by Mad Russian »

What I understand you to want is to be able to tell them where to withdraw to. SOP's should help that out.

But to have a withdraw order has issues like setting ambush engagement ranges.

When to disengage:

Any unit moves to within a certain distance?
Only tanks move within a certain distance?
Only vehicles that have weaponry that is a threat to us moves to within a certain distance?


Where do they move to?
Are there more than one set of fall back positions available to them?
Can they move back to a location that is in the LOS of other enemy units?
Must they fall back to where I tell them?

And the list goes on. This is not a simple issue to work through.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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calgar
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RE: Disengaging

Post by calgar »

I agree fully.

I just wanted to avoid that pzgndr's remark is brushed away completly by backing it up a little. I have the utmost of respect for you devs that have to tackle the problem of implementing these complex real life challanges.
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