ORIGINAL: Arjuna
Re Mech/Mot Inf units. .... hence these units cannot deploy into terrain that is impassable to motorised. However, these units do "dismount" when in contact with the enemy and do derive the full benefit of the firepower of their troops and vehicles. This feature is high on the wish list.
Sorry about the "dismount" part, that was bad wording on my end. I had typed so much, that escaped my attention. My point was that they do not change their class (to foot) once deployed/dismounted, of course, so I should have said that they can't "disembark".
Re Ignore stragglers. Let me clarify that this affects units that are out of fuel, exhausted or disorganised - ie if a unit rests because it is exhausted or reorgs because it is totally disorganised or stops because it has run out of fuel then it will be left behind and the force will continue on, leaving this straggler to recover and make its way independently.
Thank you for clarifying the new stragglers feature. So the "ignore stragglers"-option involves friendly "handicapped" units (within the player's formations) only, as it is an order that is supposed to ensure say an entire Bn wouldn't be held off by a single Coy or an HQ Coy that had run out of means (fuel, suff. lvl of organization, lack of rest. phases) to keep up with the main force, right?
That's how I understood the feature initially, as you had mentioned it a while ago, but Pergite explained and interpreted the stragglers-option with so much verve, that I thought he might know more/better than me.
Re Withdrawal/Retreat. I beg to differ here with you GoodGuy. You strike me as a player in search of a tactical simulation rather than an operational level one. I make no apologies for the operational focus.
Why would you have to make apologies anyways? The game excels in simulating the operational level, so there's no need to shift the focus. I've thought about your comment reg. my supposed "search" for a tactical simulation, but I can assure you that I am not someone who would like to have a myriad of tactical options in an operational wargame.
But, imho, even an op. level wargame has to consider a few basic tactical necessities. This goes especially for tank combat, as I outlined before.
While we enable you, the player, to give orders directly to a unit ignoring the command chain, we still impose a delay for that unit to receive its orders, process them - ie assess and plan - and issue orders down the line to its subordinates.
Yes, I agree there, but that goes rather for planning of attacks and sophisticated moves, not so for disengagements or speedy controlled retreats, imho.
Now I don't know what direct military experience you have had but mine certainly confirms that you cannot get 120 men, heavy weapons and vehicles on the move in a coordinated manner without spending some time beforehand. With excellently trained units they can get this down to a fine art but still will take some time to plan and process orders.
I assume neither of us has had combat experience. But from my manoeuvre experience I can tell that it takes a platoon leader, and even a Coy CO a relatively small amount of time to have their units pull back after first contact, especially with small Coys. With bigger Coys (say ~120 men) shouting orders may not work/spread fast enough, so you employ runners (if there are no radios), which takes around 5 mins, if the unit hasn't scattered too much.
In the German Army (nowadays), if it's then necessary to employ a rear guard (eg. enemy moving, or light to moderate enemy fire), the platoon may leave a squad (Gruppe) or a half-squad (eg. with MG) as rear guard, maybe even assisted by members of the platoon HQ squad, which is used as reserve, but which also has additional snipers and an AT-weapon crew (eg. Panzerfaust 3-T or 3-IT-600).
If a given platoon/Coy has just made first contact, but decides to break contact, then it doesn't take some 20 or 30 minutes until the given unit is able to retreat.
There's a textbook example in the "Band of Brothers" series, namely the assault on the '88 position (entrenched position, covered by several MG 42 nests), where Lt. Winter's group (~ squad-size) retreats within 1 min (under fire btw), with ~ 1 MG covering his retreat.
The Withdraw order should result in the deployment of a rear guard blocking force while the main body disengages. The rear guard should delay to the objective in leaps and bounds if it has two or more line units.
Well yes, but this goes for units (say a Bn) where sub-units are involved. If there's just a tiny Coy or even an understrength unit involved (with less than say 70 men), then you don't have the overhead created by fully blown command chains say of a Bn or even a division. Some engagements/order delays in the game do not feel right on company level, that's one of the points I tried to bring forward.
Now if you don't want to employ this method, then simply order them to Move with min aggro, so they won't spend their time firing at the enemy. But I would recommend splitting the force, issuing an immediate Move to the main body and then issue a subsequent one to the rearguard. That way your main body, with all its support troops, will have a change of disengaging.
I don't use the method you described anymore, as I had tank units (for example) that kept loosing 1-3 vehicles during such "makeshift" retreats on many occasions. I was able to verify my observation by reloading the savegame (right before I ordered the move with min. aggro), so it wasn't just coincidence.
I don't know if it's about the units' frontage which may change for a move order, or something else, since I don't know what's going on under the hood, but it felt like the tanks turned their backs (in order to move away) and "collected" a few shells with their rear armor, at least.
An attack is often the best (if not the only) way to have a tank unit perform a retreat without substantial losses, which is odd. An attack order coupled with "move"-orders/waypoints, would make the unit move out right away (without ANY additional delay - besides the level of order delay set by the player, as it will reorg' at the FUP), but engage several times if higher aggro settings were selected. A minimum aggro settings then could (and would) sometimes result in an "uncontrolled" retreat or even losses, as described above.
That said, maybe some tiny basic tactical rules could be considered, even if it's an operational wargame. If you employ a realistic level of penetration computations etc., and if you decide to render tank units, then you may also want to include some basic tactical components of armored warfare:
Eg. speed, flanking manoeuvres, "never expose your rear (armor)", "don't waste ammo on targets your infantry can deal with".
For the latter, an option "don't shell enemy infantry", in order to ignore ENEMY stragglers and save HE ammo (so that only MG ammo is used), would make life easier for tank formations in the game, as tanks often get to strongpoints (or main objectives) with no or little amounts of HE ammo.
For the "never expose your rear"-rule (for tank units), a dedicated retreat order could also cater for tank formations to pull back using rear gear for a while, in order not to "collect" enemy shells with their rear ends. Shouldn't be a problem code-wise, I assume.
Last but not least, especially during the BFTB, quite some German units fell back to an old school tactic during the last 1 or 2 years of the war, as quite some of their commanders insisted on tanks advancing with infantry support, in fear of losing precious tanks to enemy AT and bazooka fire, at least in wooded areas or difficult terrain without clear LOS/LOF. This deprived their fast troops of a vital tactical advantage (in quite some sectors): the speed.
ORIGINAL: simovitch
In some cases like battalion asset towed guns we allowed movement into woods but reduced the overall movement rate.
You mean you classified these units (and their chunky assets) as foot units?

