Movement Time Table

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

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Chisai
Posts: 22
Joined: Fri Nov 22, 2013 5:49 am

Movement Time Table

Post by Chisai »

Hello All,

Can you please create a Movement Timetable Chart per Company or even Battalion so you can coordinate what time units will move, reach a destination and attack?

Yes, I know right click then adjust movement times PER UNIT, write it down on a piece of paper and repeat until you run out of Commands (I always play with limited commands)

When playing, Hasty movement is stacked until a Phase Line, then each unit goes into Deliberate mode until contact; Proper use of Recon is the key here.

I always try to have my Overwatch units arrive 1 or 2 minute before my Assault units passes their position to go in for the assault.

The Assault force will usually end their movement 1 hex outside the target and at this time my Arty will Neutralize the target hexes. (BTW, specifying Time on Target for Arty would great!)

Coordinating Arty Fire, movement to Overwatch and movement to assault can take up a whole page of paper.
Robert Trajano
IronMikeGolf
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Joined: Fri Mar 19, 2010 7:53 pm

RE: Movement Time Table

Post by IronMikeGolf »

We're working to add maneuver control measures in Southern Storm to facilitate synchronization. Yes, it's really hard to do with just the waypoints.
Jeff
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Obyekt432
Posts: 4
Joined: Tue Mar 15, 2016 11:40 pm

RE: Movement Time Table

Post by Obyekt432 »

Apologies for bumping this thread, but I happened to be scrolling through.

I think even something as simple (?) as a CSV file with a flat-pack of unit IDs, hex references and waypoint timings that could be dropped into a game folder or somehow 'uploaded' would be great. Not sure if this is actually easier to add than a new in-game feature...

It isn't an issue with NATO, but the initial few turns of a game playing as the Soviets can be tedious.

(PS. magnificent game [&o])
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CapnDarwin
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RE: Movement Time Table

Post by CapnDarwin »

Jeff is correct, that we will be looking at making it easier to "time" an attack, but even with a perfectly timed plan, there is no guarantee that events like mines or a sudden appearance of enemy forces won't upset that timing.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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