Reinforcements

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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Art_Ozols
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Reinforcements

Post by Art_Ozols »

Hello All and Happy Thursday!

Suggestion - Two part

Part One - When reinforcements arrive during your actual turn the units should be capable of receiving and executing the start of an order in lieu of a stationary position until the next friendly order cycle

Part Two - Allow for modification of hex and arrival time - this would ying/yang decision for the player. On Hex arrival a penalty of say 2 minutes per hex change with a maximum of 3 hex variation from original arrival hex. This arrival would only permit lateral or rearward changes no forward placement. Meaning if a player were to implement a change on the preceding order cycle arrival would be delayed by 2-6 minutes similar to a correspondence receipt to execute the change.

Part Two A - Player may choose to hasten arrival in original hex - but again based on the accelerated time of 10-30 minutes units may arrive piecemeal, or arrive as planned based on a random multiplier that would calculate a percentage of units affected. This multiplier would increase based on accelerated arrival request. For example using a die numbered 1-6, each 10 minute acceleration would be +1, so if random number of 1 is generated it would be 2 the multiplied by another random number say 2 result is 2x2=4 converted to percent 4% multiply by total units arriving, say 10 rounding up would yield one random company would arrive at the original scheduled time with the balance arriving 10 minutes earlier.

So 30 minutes earlier would be +3 with a randomly generated number of 6x3=18 adding a random multiplier 5 converted to % would mean 90% or only one of the 10 units would arrive early, this process would repeat every 10 minutes of game time with the multiplier reduced by a factor of 1. The balance of units that did not arrive early would then arrive at their original time

Adding the two options together might aid a player to stem the tide, or catch opponent of guard with early reinforcement arrival and or placement. Raining artillery on arrival hexes may no longer catch sitting reinforcements is orders, arrival time and hex locations are changed

Just some thoughts on ways to improve playability. At the least you should be allowed to place movement orders for reinforcements arriving during your turn

Cheers,

Art
byzantine1990
Posts: 169
Joined: Sat Aug 13, 2022 8:14 pm

Re: Reinforcements

Post by byzantine1990 »

Art_Ozols wrote: Thu Mar 23, 2023 9:21 pm Hello All and Happy Thursday!

Suggestion - Two part

Part One - When reinforcements arrive during your actual turn the units should be capable of receiving and executing the start of an order in lieu of a stationary position until the next friendly order cycle

Part Two - Allow for modification of hex and arrival time - this would ying/yang decision for the player. On Hex arrival a penalty of say 2 minutes per hex change with a maximum of 3 hex variation from original arrival hex. This arrival would only permit lateral or rearward changes no forward placement. Meaning if a player were to implement a change on the preceding order cycle arrival would be delayed by 2-6 minutes similar to a correspondence receipt to execute the change.

Part Two A - Player may choose to hasten arrival in original hex - but again based on the accelerated time of 10-30 minutes units may arrive piecemeal, or arrive as planned based on a random multiplier that would calculate a percentage of units affected. This multiplier would increase based on accelerated arrival request. For example using a die numbered 1-6, each 10 minute acceleration would be +1, so if random number of 1 is generated it would be 2 the multiplied by another random number say 2 result is 2x2=4 converted to percent 4% multiply by total units arriving, say 10 rounding up would yield one random company would arrive at the original scheduled time with the balance arriving 10 minutes earlier.

So 30 minutes earlier would be +3 with a randomly generated number of 6x3=18 adding a random multiplier 5 converted to % would mean 90% or only one of the 10 units would arrive early, this process would repeat every 10 minutes of game time with the multiplier reduced by a factor of 1. The balance of units that did not arrive early would then arrive at their original time

Adding the two options together might aid a player to stem the tide, or catch opponent of guard with early reinforcement arrival and or placement. Raining artillery on arrival hexes may no longer catch sitting reinforcements is orders, arrival time and hex locations are changed

Just some thoughts on ways to improve playability. At the least you should be allowed to place movement orders for reinforcements arriving during your turn

Cheers,

Art
For the first issue. Seems like the best way to fix reinforcements showing up during a turn is to only have them show up during your orders phase. Not sure how feesible that is.
IronMikeGolf
Posts: 1077
Joined: Fri Mar 19, 2010 7:53 pm

Re: Reinforcements

Post by IronMikeGolf »

OK, all y'all who want to see changes, I ask you to up front in your posts state the problem and then justify your position:

1. What's wrong and describe that in terms of game effects.
2. The disconnect between the game and the real world.

So, I have a wall of text to parse through with suggestions as to specific engine mods, but the underlying reason for this is the second to the last paragraph. Unstated is whether if this is PvP or PvCOA (Course of Action, meaning Battle Plan), and that matters. I am much more sensitive to PvP.

Apart from that, Battlefield Interdiction if a Real Thing and it really doesn't matter that a human opponent knows when and where your units are arriving. As a commander, would you know your opponent has a read and targeted your reinforcements? Please, make that argument, because I can't imagine a battalion of brigade/regiment commander would know, but maybe I'm wrong. Lay out your case.

I've played scenarios where I've been interdicted. It was not decisive, but it made things more difficult. I find that a Good Thing.
Jeff
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Art_Ozols
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Re: Reinforcements

Post by Art_Ozols »

Iron Mike,

First let me say I enjoy Southern Storm very much - especially not being the 10,000 foot General surveying the battlefield, seeing and knowing no more then a 6 foot General with intel would provide is refreshing

I am certain you folks receive tremendous feedback on how to make a plethora of changes which can be overwhelming and endless. Did not mean to add needlessly

If I were to categorize this it would fall under PVP

To me the point below is discovery not intel, the change would be tactical

An example I can think of is the WP forces in the scenario "Finale". Having played both sides versus human opponents as a NATO player you have to light up the units all sitting in a neat line on the road - WP forces take losses simply due to restricted placement at the opening of the scenario. Is this interdiction most certainly with a high success rate for NATO artillery. Same point for NATO reinforcements arrival at 140 and 160 mark all in a narrow area of Wellerstadt. Interdiction with a high success probability.

Coming from a Sports and Entertainment background and using my knowledge from that field, whether to stay put or call additional staff (reinforcements) to start early is a plan anticipating needs on how to satiate 40k fans before they ask. Understand, this may not translate in the military arena and perhaps reinforcements normally do not hasten arrival or simply hold in arrival positions.

I was simply suggesting an alternative to mitigate an outcome and add an unanticipated nuance where a battlefield commander might hesitate to interdict due to FOG of not knowing if the opponent had changed time or placement

Thanks for listening

Art
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