Seperating Air Strikes from Staff FSCC

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.

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AustrianOak
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Joined: Fri Dec 21, 2018 10:51 am

Seperating Air Strikes from Staff FSCC

Post by AustrianOak »

The title says it all. It took one game to learn to turn off FSCC when I really need my aircraft alive; however, it took me months to get fed up with micromanaging the staff FSCC button to try and keep my planes alive.

The best way to play with tube arty currently is to have all non-mortars set to counter battery with the FSCC on (as counter battery only works with the FSCC on). You are forced to pray that the computer doesn't deem an enemy screening force a worthy target to lose your planes at the 2 hour point of a 10 hour battle before you can soften on map anti-air assets the enemy posses.

I understand that direct support is being fixed in Southern Storm and hope this issue can be fixed too.

I really enjoy your game and only wish to see it improved.
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CapnDarwin
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Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
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RE: Seperating Air Strikes from Staff FSCC

Post by CapnDarwin »

Support operations are getting an overhaul in Southern Storm so we can address this issue. [8D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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