NATO high rate of fire

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

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FlipTrac_511
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NATO high rate of fire

Post by FlipTrac_511 »

I know NATO has superior technology and WP hit accuracy is low during movement, but I am bewildered at how NATO units are able to inflict up to five hits at a time! My WP forces are getting creamed in this fashion. Even seemingly weak enemy units manage to linger and inflict multiple hits on my own. I am lucky if I get double hits on NATO units when my forces fire. I need tactical feedback please!

FYI, I'm using high realism options.
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FlipTrac_511
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RE: NATO high rate of fire

Post by FlipTrac_511 »

Okay, I guess I really needed to slow down my speed of advance (with shorter waypoints). I just replayed the 'Meeting of Titans' scenario and handed NATO their a$$ on a platter...100% casualties and a Decisive Victory! I outflanked NATO on both sides while my forces in the middle held the line. One flank came out of the woodline while the other through urban area. I chewed up NATO units in the open and this time it was I who was dealing multiple hits! What a gratifying experience.

The game ended early because I achieved 100% casualties on NATO, but when I examined the map I was surprised to find a few full strength HQ units and an artillery unit. I wish I was allowed to find these and annihilate them (there were plenty of turns left).
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CapnDarwin
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RE: NATO high rate of fire

Post by CapnDarwin »

FlipTrac,

I'm glad you did that, I was going to reply last night but got too busy (working FPME and all). The type of advance is critical to fire rate as is posture, skill, range, weapon effectiveness and about a dozen other variables. You have seen the classic FPG issue. The Russians can steamroll the NATO forces but it has to be done with some tactical thought. Just racing fullspeed across the open with end poorly for the Russian forces everytime.

As for the game ending "early" there is a setting for "sudden death" in the options. IF you turn it off the game will give you the option to play past the sudden death limit. HQ and Arty units (non-line units) aren't included in the count for sudden death.

Glad to see that you are enjoying the game!
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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FlipTrac_511
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RE: NATO high rate of fire

Post by FlipTrac_511 »

Capn, regarding the sudden death option, are you referring to the 80% casualty rate achievement? If so, I do have this option enabled and when the question popped up opted to continue.

I guess since non-line units aren't accounted for in sudden death, as you explained, the game ended when they were all that was left. I really wish I was allowed to spend my remaining 20 or so turns, sweeping the map, cornering them and annihilating these REMFs into oblivion!
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CapnDarwin
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RE: NATO high rate of fire

Post by CapnDarwin »

FlipTrac,

I believe if you turn it off (The 80% ooption) you can go the distance and wipe the map. Then again my brain is a bit fuzzy from working a bunch this weekend. [:D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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FlipTrac_511
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RE: NATO high rate of fire

Post by FlipTrac_511 »

Sounds like a beer is in order.
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Viper6
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RE: NATO high rate of fire

Post by Viper6 »

I don't know that I have ever had the game end on me with units still on the map when I did not want it to ... though admittedly I often use the sudden death rule to make games wrap up a bit quicker - I don't often go for the running around the map trying to find the last unit type thing. Seems to me once a side as taken 80% casualties they would be running for the hills anyway not trying to stand and fight.

On the original topic, if you need to cross open terrain try using a bounding over watch tactic, with some of your units moving and others not - your units will fire more often and more accurately while they are not moving, especially as WP.

Good idea, Capn have a beer - hurray beer! Sorry, seen a few Red Stripe commercials today [:'(]
Alex Clark - Viper
Flashpoint Germany Beta Test Team
Flashpoint Middle East Beta Test Team

Supervising Lighting and Sound Technician,
University of Minnesota, Morris
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FlipTrac_511
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RE: NATO high rate of fire

Post by FlipTrac_511 »

I turned off the 80% casualty option so I'll see how it goes.  I got close to wiping out the Brits in the 'Soviet Tank Rush' scenario but one armor unit survived at game's end.  It's the best I've done in almost a dozen attempts.  High-EW intensity makes it tough!
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