Ability to specify axis of withdrawal for units

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Zumwalt_446
Posts: 186
Joined: Mon Feb 18, 2019 3:29 am

Ability to specify axis of withdrawal for units

Post by Zumwalt_446 »

I often find that, in the defense, units will withdraw on whatever trigger is specified (stance, standoff, losses) in an unpredictable direction. While they generally withdraw away from the (visible) enemy, their withdrawal axis is often away from their commander and/or peers, resulting in the overall formation becoming disordered and unable to mutually support each other.

With this in mind, I think it would be useful to include the ability to specify a direction of withdrawal (even if nominal) in unit defensive orders (screen/hold). This would allow the player to order units to (for instance) fall back in the direction of their commander when withdrawal triggers, and would in turn allow for a defense built on interior lines to continue operating on those lines as the defenders are pushed back. Without this, units can often open up gaps between them and their commander/peers through which the enemy can then push, splitting the formation further in doing so.

Appreciate any thoughts on this point.
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SchDerGrosse
Posts: 221
Joined: Mon Dec 17, 2012 11:33 pm
Location: Hungary

Re: Ability to specify axis of withdrawal for units

Post by SchDerGrosse »

Completely agree.

This is the main reason why I rarely use the standoff range setting because lord knows where the game decides to "scoot" back with the unit.
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Tcao
Posts: 634
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

Re: Ability to specify axis of withdrawal for units

Post by Tcao »

That's what I have advocated since FCSS, troops need a rally point .

or relocate needs a destination hex , and can pre issue several Waypoints to guide the withdrawal route
DIVM
Posts: 107
Joined: Tue Mar 19, 2024 6:04 am

Re: Ability to specify axis of withdrawal for units

Post by DIVM »

Totally agree.

There should be a SOP setting for Withdrawal preferences:
-Closer concealed position (further away or equal to the attacker)
-Towards direction of Commander.
-Towards last travelled path (return the same way it came).

I almost got a whole unit killed that was receiving fire Screening in a Forest position, and instead of scooting backwards (east) to a Urban position, it somehow thought the open field hex north was better :?
SgtZdog
Posts: 218
Joined: Sat Aug 26, 2023 3:05 pm

Re: Ability to specify axis of withdrawal for units

Post by SgtZdog »

We have done some work in regard to creating something like this, but it is a much more complex task than it appears from the outside, which is why it is not already in the game. Often times these confusing withdrawal locations are because of some missed detail by the player (and I fully acknowledge it can be really difficult to catch all of these details) like the SOP is Concealment Movement preference which will bias a withdrawal location toward breaking LOS or not understanding that the unit is moving toward a spot away from its HQ, but is actually more secure due to the overlapping fields of fire from other blue units (or the general lack thereof resulting in a more panicked withdrawal to some place that doesn't look safe at all).

If you guys have a withdrawal path that looks particularly suspicious/nonsensical feel free to upload a save showing it (preferably both a save from right before the withdraw starts and after so that we can both see the path generated and go through the code when the path is created) and we can take a look to make sure things are working as intended.
Kevin
Programmer at On Target Simulations
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