(Long post as there is a measure of Player Training here)
Darojax wrote: Thu Mar 23, 2023 12:52 pm
1.
THE UNABILITY TO RELOCATE WHEN UNDER FIRE WITHOUT TAKING MASSIVE CASUALTIES. To quote byzantine1990 from another thread: "The root issue is relocating is useless in the current system. If I have a tank on a hill with good sight lines and I come under fire and I relocate, I am giving up my valuable position AND taking much more damage compared to staying dug in. Why in the world would I ever use the screen command or the relocate SOP?" In short: fighting withdrawals are impossible in the current state of the game. Units relocating due to under fire should receive a higher defensive bonus than staying in their current pos, currently it's the other way around.
When you make contact with a peer adversary that has weapons that can kill you and you get to the point of him inflicting casulaties on you, you have become essentially "fixed" (fixing a unit means preventing the enemy from moving any part of his force from a specific location for a specific period of time). Fixing is most often only partially successful, meaning some portion of the fixed unit escapes. You'd like it if you could just melt away once you receive fire or take casualties. That is a rare thing. It might be helpful for us to introduce (an) SOP Relocate option(s) based inflicting casualties. Honestly, if your enemy is engaging you (meaning they see you and have a minimally good shot), breaking cover is unhealthy.
Darojax wrote: Thu Mar 23, 2023 12:52 pm
2.
COORDINATING MOVEMENT/ATTACKS USING ORDER DELAY. The only time the timings of orders are accurate is when you issue them the first time when the scenario start. After that, the timing are no longer accurate. If I try to coordinate an attack involving several units and order delays, this just does not work. Some units will sit AN HOUR after receing an attack order even though readiness, morale and ammo is high, and there is no way to check how long they will sit there, so good coordination is impossible.
"After that, the timing are no longer accurate." I'll take that to mean the unit doesn't move according to the initial estimate and the current estimate may show in the past. Just that portion, I really have no issue with, as it tracks with real world.
TOC: "A Company, move to Phase Line MARLBORO." (a 5 km move)
A Company: "Roger. Moving time plus 10." (10 minutes from now)
20 minutes later:
TOC: "A Company, SITREP, over."
A Company: "Moving to MARLBORO, time plus 5"
The question I have is the scale of the actual delay to execute. It's possible there are legit factors causing this. It's sounds big enough that I want to check for a bug, though.
To do that, we need game save files. THis would be from before the unit in question was ordered to move and exactly what the Order and SOP setting are. That way we can replicate things exactly and step through the code.
Darojax wrote: Thu Mar 23, 2023 12:52 pm
3.
MOVEMENT DELAY IN GENERAL. If I want a unit to be ready to move quickly to where I want it on the battle field, I have to issue the order in advance and give it a big delay, then when I actually want it to move I drag the waypoint to where I want it and remove the delay and the unit moves. I can string this up with 6 waypoints "kiting" the unit if you will. IF I would realistically issue the order WHEN I want the unit to move it sits still for way too long before moving. In my opinion a unit in screening posture should be able to move quite quickly. Alternatively give us a third option besides HOLD/SCREEN where the unit is ready to step off. Especially useful for units being held in reserve etc.
First, I'll admit "Screen" is a poor name. Think of it as "Temporary halt" or "Pause in movement" It is absolutely the posture to be in for the quickest execution of an Order (lowest Order Transition delay). Units grab a piece of cover (Posture is Protected), troops dismount carriers and pull local security. There is a measure of dispersion, but it is not a fighting posture.
Dismounted troops means a slower response time. Dispersion means a slower response time. Keep in mind, right now there is no distinction in just pausing along a previously plotted Order and giving an entirely new Order. In the real world, it is very different to order a unit to "hold up" and then later tell them to resume mission as opposed to giving them an entirely new mission.
I am going to read between the lines and also make a plea to help us make the game better. This is looking at items 2 and 3 together and I think they are interconnected. My between the lines part: It seems to me you'd like to make a plan, hit Start, and if you're not reacting to being surprised (enemy hitting you from an unexpected and undetected axis, for example), then "minor" changes to your plan's execution should happen rapidly.
If the game were "perfect" (meaning how things are/were done real world, again with a US bias), as a player you'd define quite a few complex artifacts to facilitate coordinate (across subordinate formations, so things "work right" during turn resolution).
1. Maneuver Control Graphics: As a minimum, Sectors (which constrain subordinate formations to swaths of terrain) and Phase Lines ( control extent of movement over time)
2. Decision Support Matrix: A mapping between enemy Courses of Action (COA) and the response to those (meaning you decide on a response to confirming and enemy COA during planning).
3. Execution Matrix: This is subordinate formation actions related to enemy actions.
4. Synchronization Matrix: This is subordinate formation actions related to sibling formation actions.
Now that's a lot to ask of a hobby gamer. And I feel no hesitation on inflicting that on professional gamers. But we have NOT built that and it is a HUGE effort to put that in the game.
So, can a Player actually do the items 1-4 above? Absolutely! I've played about half the scenarios. Not for fun, but to validate them. And that includes Campaigns. My standard is first run through I get a Tactical Victory or better (assuming my own After Action Review didn't reveal one or more stupid decisions. Hey, I'm human!"
So, doing 1-4 above works, but it isn't as fast as in the rea ]l world, because the game doesn't automate sibling-unit coordination. That means, as a Player, you need to factor that in . You can prevail!
Darojax wrote: Thu Mar 23, 2023 12:52 pm
4.
ARTILLERY DEADLINESS. First of all I want to say I have no real experience, so maybe I am completely wrong with this. Regardless, I am really tired of just knowing that if a mechanized unit receives a single 155mm barrage while moving, half the mech unit is gone. Infantry especially in wooded terrain should not be taking the huge amount of losses it takes currently as there should be half decent cover in abundance and infantry will hunker down. Even tanks drop like flies, and this seems really silly to me. Anyway, as said, I dont have real life experience, but I feel artillery is WAY too deadly in its current state.
Well, the effect of woods against mech inf is two-edged. It is unlike WW II or earlier. Woods offers concealment but not a whole lot of cover for indirect fire. The target description of troops in woods in woods leads to a fuze choice of VT (Variable Time). The precision of Cold War era maps (as opposed to WW I or WW II era maps) better informs the firing battery FDC of the actual elevation of firing battery and target. Meteorological data is a couple of orders of magnitude better. All tat combines to fuze settings that ensure a round bursting beneath canopy.
As to the carriers/IFVs, the sheaf can well include Super-Quick fuzes, which cause round detonation right at ground surface, which is what you want to kill AFVs.
Moving itself isn't really a protective factor if the unit is still observed. I was a random squad leader at one point and trained live fire to call fire on moving targets. It's just not that hard and the target cant move faster than you can adjust unless they break line of sight, so hitting the target just isn't that hard,
There's a reason the Artillery in the US Army calls itself the King of Battle. Actions in the Ukraine war point to that remaining true.
Darojax wrote: Thu Mar 23, 2023 12:52 pm
5.
THE SOP SYSTEM. What can I say, very clunky. I constantly have to fiddle with so many buttons and units to get it set up properly. There is no easy way to just set up a SOP for a specific unit type and have it go through to all orders with a button click. I have to go through every single unit and assign the SOP to make sure it goes through to the current SCREEN/HOLD order as well.
It is clunky and needs love. And it is in flux. The flux part is making it easier to figure out what to use when and that's not easy.
Is that bad? From my position, no. Now, absent specifics and based on both my professional and FCSS experiences, I am going to cast much of your complaints as poor planning. Yep, I am throwing a rock! So, give me a scenario, your plan, and game saves and your thoughts and orders at each stage. Let's pick this apart. Does that discover need for improvement beyond what I listed above? Quite likely. Does it illuminate room for improvement for you as a Commander/ Well...
I truly invite you to participate in this.