Flashpoint Campaigns: Cold War Summer Tournament

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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Tcao
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Re: Flashpoint Campaigns: Cold War Summer Tournament

Post by Tcao »

Oh, so your opponent decided to move Abrams at the beginning of the game and sit on your spawning point?

I took out my opponent HHQ + Arty, but I used a different approach. I had two CFV recon section hold fire, sit on the hill monitoring the valley. After I saw all sixty WP tanks transferred to the right side of the map I initiate my raid. I commit all my Abrams which were hiding in middle section. issue 6 waypoints orders with last two guiding the raiding party back to friendly territories.

I lost two Abrams , wipe out the NVA's HHQ + 18 x 2S1 SPArty, increase the WP's command cycle to astonishing 73min. Then Abrams get into new defense position right before WP side's tank formation started their assault.
DIVM
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Re: Flashpoint Campaigns: Cold War Summer Tournament

Post by DIVM »

Yes, he moved at least 1x Abrams and 3-4 of the Bradleys to the hills overlooking the spawning area of the arty, it was ready for a butchery. I was lucky that I had sent a group of Tanks that way, and used a couple of my recon with HEAT weapons to present enough of a battle soon enough. At least I keep a full arty and the HQ alived, made the NATO lose over half of theirs between the counter attack and artillery strikes, and eventually won the match.

But again, ideally this wouldn't be even possible. I feel some scenarios should be tweaked for Pbem play.
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Tcao
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Re: Flashpoint Campaigns: Cold War Summer Tournament

Post by Tcao »

yes agree. And I hope in the future the game can allow us to choose where the reinforcement show up on the map
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