Maneuver warfare

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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Real and Simulated Wars
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Maneuver warfare

Post by Real and Simulated Wars »

Because this sim/game models the morale of the AI enemy forces and the fog of war, it should be perfect to put in practice some maneuver warfare concepts. Lately I am working too much and don't have time to play my recently arrived AA:RDOA, so I couldn't explore it as it deserves. Does anybody wants to share experiences on this? Experiences by beta testers on the new installment are more than welcome.
Golf33
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Post by Golf33 »

It sure is a good manoeuvre warfare simulation. Testing one of my own scenarios I got thoroughly dislocated by the computer (ahem) which conducted small probes on one flank while concentrating a significant force out of sight on the other. When it jammed that force into a gap in the defences, everything I had was pointing the wrong way and the orders delay meant I couldn't reset the defence in time to stop my control of the objective being contested. I went from a decisive victory to a draw in one easy step :)
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Real and Simulated Wars
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Post by Real and Simulated Wars »

Golf33 wrote:It sure is a good manoeuvre warfare simulation. Testing one of my own scenarios I got thoroughly dislocated by the computer (ahem) which conducted small probes on one flank while concentrating a significant force out of sight on the other. When it jammed that force into a gap in the defences, everything I had was pointing the wrong way and the orders delay meant I couldn't reset the defence in time to stop my control of the objective being contested. I went from a decisive victory to a draw in one easy step :)
Holy cow! What a game! :eek:
I do better get prepared for that kind of tricks.
Thanks for sharing.
MarkShot
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Post by MarkShot »

Sometimes you can get carried away with this whole maneuver stuff. I was beta testing one scenario where I though it would be cool to hit the objective from two non-obvious axis of attack. It seemed rather elegant, but I neglected to consider that my forces were predominantly on foot. Coming out of the FUP, my forces were already exhausted.

I learned that when you are on foot, sometimes, the most direct route IS the best route. :)
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HitMan52
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Post by HitMan52 »

MarkShot wrote:Sometimes you can get carried away with this whole maneuver stuff. I was beta testing one scenario where I though it would be cool to hit the objective from two non-obvious axis of attack. It seemed rather elegant, but I neglected to consider that my forces were predominantly on foot. Coming out of the FUP, my forces were already exhausted.

I learned that when you are on foot, sometimes, the most direct route IS the best route. :)
Please bear with me if I ask questions already answered somewhere else.
How is fatigue accumulated? Is it based just on distance moved or is terrain traversed and rate of march also taken into account?

How about fatigue recovery? Do elite/better trained troops take longer to tire and recover from fatigue more quickly than troops of lesser quality? Is the presumption that airborne troops would have higher degree of physical fitness (compared to second line troops) taken into account when modeling fatigue?
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Post by Grouchy »

Fatigue will raise if your troops are executing tasks (move, fight or unpriming bridges for example) If it is night your troops will fatigue faster.
They is are also a "normal" and "fastest" movement mode. Of course in the "fastest" movement mode your troops will accumulate fatigue faster.
Troops that are too tired may ignore orders and rest instead.

Fresh units will move faster, fire faster and more accuratly.
The fitness of a unit is also kept in mind, fit units move faster, tire less and recover freshness quicker.

So yes, fit and better trained troops such as a typical Para coy. will of course do better then for example a german "stomach" coy.

If your troops are defending, waiting or stationary, they will recover freshness. You can also simply order them to rest (fastest way to recover freshness, but not good under fire)
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HitMan52
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Post by HitMan52 »

Thanks for your response. My read on everything written about HTTR is that this is going to be one fantastic war game. Only problem is having to wait about another month to get my hands on it.

Thanks Again
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JeF
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Post by JeF »

Hi all,

just to fuel the discussion, I'll re-post here an example of what can happen to you in a game.

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It was in the Juggernaut scenario. I was pushing the Germans (played by the AI) very hard.
At some point, the gamey bastard launched a flanking attack (red arrow on the right) by licking the right map edge.
I had to commit some forces to properly cover my flanks.
As I was launching an attack on the center objective under the cover of woods (big blue arrow on the left), the AI hit me hard along the highway, from were his previous flank attack drawn defenders.

Given orders delays, I choosed not to cancel my attack.
Defenders in Deelen managed to hold long enough.
I did not capture the center objective though. But managed anyway to bypass the ennemy on the right flank to take Loenen (top right of map) at night.

Cheers,

JeF.
Rendez-vous at Loenen before 18:00.
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