Apache Effectiveness

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: WildCatNL, cbelva, IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian

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chromdome35
Posts: 18
Joined: Mon Jul 27, 2009 7:06 pm

Apache Effectiveness

Post by chromdome35 »

I've been playing around with the scenario builder and enjoying it quite a bit.

I've come across an interesting thing related to Apache attack helo's.

Fairly deep into the battle, I flanked a couple of sections of Apaches into the enemy's rear to go after their SP Arty. I currently have four Apaches sitting right next to some russian arty and for a couple of cycles now, the apaches fire at them but aren't making any kills. You would think that any modern attack hele would chew apart a bunch of unprotected SP Arty.

I also noticed that another flight of four apaches were sitting three hexes away from a couple of T80's and never once fired at it. They just sat there for several cycles with full ammo loads, totally ignoring the T80s.

Bug???
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CapnDarwin
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RE: Apache Effectiveness

Post by CapnDarwin »

Maybe a bug, but more likely bad LOS, low ammo, low readiness or a combination of those. If you are on 2.0.10 then there is a good chance it is a bug. Grabbing the latest 2.0.11 beta patch will solve an number of issues.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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cbelva
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Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Apache Effectiveness

Post by cbelva »

There is also a problem in the helo's logic in the game that we will have to try and iron out in SS. When a helo gets low on ammo, it is suppose to plot a route back to it SHQ and rearm/refuel. Normally it does a good job. However, if it runs into an enemy unit between itself and its SHQ, it has a tendency to cancel its move. When it does decide to move again, it looses it desire to go home. We have been working on that, but I don't think we are entirely there yet. If that happens, you have to manually set its movement back to hits HQ.
Charles Belva
On Target Simulations LLC
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