Medical units

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Fallschirmjager
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Medical units

Post by Fallschirmjager »

I dont see these modeled in the game

Wasnt it stardered practice to set up field hospitals?

Id like to see these be in the game

Maybe have wounded taken their and saved
The benifiet being you get less points deducted for wounded men than for killed ones
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Post by Kevinugly »

I don't think that the time scale of the game would make the setting up and implementation of field hospitals viable. In any case, any soldier wounded severely enough to require hospital attention would effectively be removed from combat for the duration rendering them 'dead' as regards the game.
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Post by Fallschirmjager »

Originally posted by Kevinugly
I don't think that the time scale of the game would make the setting up and implementation of field hospitals viable. In any case, any soldier wounded severely enough to require hospital attention would effectively be removed from combat for the duration rendering them 'dead' as regards the game.


The British would of had to of set up a field hospital in osterbeek

It was standered with ariborne drops to have aid stations set up that went beyond basic medical care....sometimes evacuation was impossible
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Post by Arjuna »

FJ,

The Base units at Bde, Div and Corps levels would include medical staff and aid stations/field hospitals. At present though we don't simulate the detailed working of these. As Kevin mentions, this is abstracted into the casualty figures and would be more relevant in longer operations.

But hey we're not totally opposed to the idea. Sure there's a wish list a mile long here, and I must admit that field hospitals are not very high up on that list. But we're always suseptible to some financial persuasion. Send your contributions to the Save a Field Hospital Fund c/- Panther Games. When we receive enough $ we guarantee to arrange for the construction of the first Airborne Assault Field Hospital. ;) ( sorry couldn't resist ).
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Fallschirmjager
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Post by Fallschirmjager »

AA 3 will have more featurs we want....AA4 will have even more...and so on and so forth
With an engine as good as this...we can hope it just keeps going and going
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Post by Mr.Frag »

Hey Dave, can I beta test it, I'm very good at getting people injured in record numbers. Call it stress testing :D
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Post by Guz »

Hey how about camp whores? Wouldn't they improve morale? Or is this already modeled?
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Post by Arjuna »

With such an advanced sense of humour I bet you guys would also like to see ENSA troupes and concerts. ;)
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Post by Kevinugly »

Yeah, maybe we could have a 'Vera Lynn' unit to devastate the the morale of all units apart from the Brits;) .
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Post by RayWolfe »

No, not the dreaded Vera Lynn unit, please! I think it would make even the Brits surrender.
Game over. Bit like check mate.
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medics.....

Post by Dutchguy »

Well, every brigade of the 1st airborne Division had it's own mobile hospital, and every platoon had it's field medics, every batallion had a small aid station too.
1st para brigade: 16 Parachute Field Ambulance, RAMC (Royal Army Medical Corps)135 personnel
1st airlanding brigade: 181 Field Ambulance, RAMC 137 personnel
4th para brigade: 133 Parachute Field Ambulance, RAMC 129 personnell

And there is one unit I absolutely want to see included in the game: the 1st Airborne Divisional Provost Company, 69 personnel

If your troops morale is low you can call in support from 'above';)
whoa mohammed!!

(battlecry of 1st para brigade)
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Post by Kevinugly »

One of the good things about AA:RDOA (and hopefully HTTR) is the balance between 'playability' and 'realism'. Without suggesting for a minute that including medical units would tip the balance the wrong way, the more complexity that a player has to deal with the less 'real-time' AA becomes - i.e. more time spent in 'pause-mode' dealing with less necessary items. If I want depth and complexity I go to 'Uncommon Valour' or 'Hearts of Iron' but neither touch the gameplay of AA:)
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Post by Dutchguy »

True.
There's enough work to be done, looking after all of the 'fighting' units.

(but I still like the idea of the padre's though.....:D )
whoa mohammed!!

(battlecry of 1st para brigade)
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Post by Mr.Frag »

the more complexity that a player has to deal with the less 'real-time' AA becomes


100% agreed. It actually detracts from the game. Overthinking your commands has a danger all to itself where your commanders end up sitting around doing absolutely nothing because they are busy re-working their plans over and over again to keep the armchair commander happy with his stupid order changes every 2 minutes when something new pops on the screen.

It would be an interesting twist to add a command net "clog" aspect to command delays. ie: the more orders you clog up the radios with, the longer the delays get ;)

That would probably help cure folks of the urge to "over command" their troops.

Having played a million games of UV, it has become somewhat automatic to me, but I remember days of sitting there, staring at the screen, wondering what I should change, afraid to hit the end turn button. AA is such a refreshing change of pace. I have already sunk enough time into AA to more then recover the price of the game in value and I only got it on the 16th!
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Post by Fallschirmjager »

I think medics would add alot to real time games

In most games when someone gets hit they are left lying there...which in real life did not happen unless their was a large chance of more casulties

Retrieving the wounded and getting them to aid stations was and is a huge part of warfare
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Post by Guz »

That "clog" idea has merit. Setting parameters for this would probably take a large effort to do if You think about it, though. Officer effectiveness, radio range and quality etc. Weren't the british effectivly out of communication due to faulty radios? Hmmm....
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Post by Belisarius »

Originally posted by Fallschirmjager
I think medics would add alot to real time games

In most games when someone gets hit they are left lying there...which in real life did not happen unless their was a large chance of more casulties

Retrieving the wounded and getting them to aid stations was and is a huge part of warfare


TOTALLY offtopic, but that's one thing I like about Wolfenstein - Enemy Territory. I love running around as a medic, trying to be responsive to the other's needs, flinging out medikits and stabbing them with syringues left and right. :) IME, the win usually goes to the side with the best/quickest medics..
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Post by Mr.Frag »

That "clog" idea has merit. Setting parameters for this would probably take a large effort to do if You think about it, though. Officer effectiveness, radio range and quality etc. Weren't the british effectivly out of communication due to faulty radios? Hmmm....


I thought the other aspects were already modelled in HTTR with the command delays aspect. This would just be one extra little tweek to deal with folks who can't kept their hands off the mouse :D

As far as the medics aspect, perhaps adding a 5% increase in manpower to units during the supply phase (walking wounded returning to the line)? The actual inclusion of medics would probably result in some strange play styles being adopted and extra rules to complicate the great AI. Right now it seems to be able to work so well because it has exactly the right set of tools to do the job. New unit types would probably alter this, resulting in a lot of work to re-program the AI to deal with these special units. Also, you have to think about it from both sides, Do you take extra losses if your medic happens to get hit because he is now not around to patch troops together?
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Post by Golf33 »

Originally posted by Mr.Frag
It would be an interesting twist to add a command net "clog" aspect to command delays. ie: the more orders you clog up the radios with, the longer the delays get ;)
This is actually already modelled. Each HQ has a certain staff capacity, and each unit that is given orders by that HQ uses up a part of that capacity. Once the HQ staff capacity is exceeded, the orders delays increase - I think this is capped at doubling the delay.

The drain a particular unit will place on the HQ that commands it is worked out depending on the size and seniority of the unit compared to the HQ and where the unit normally sits in the chain of command, relative to the HQ.

Any units issued direct orders by the player get added to the staff load on the most senior HQ on the map; once the number of units under direct command exceeds the staff capacity of that senior HQ, you will find orders delays increasing for all units. This simulates both the greater workload on HQ staff, and the increased difficulty of actually getting orders through to the troops.

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Post by Arjuna »

Thanks Steve ( Golf 33 ) for explaining that. Oh and one other thing about orders delay. The amount of delay is increased the further your units are apart. So keeping them together makes for speedy orders.
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