MarkShot, hi,
What you really want is FUP-less attacks. Hasty attacks. An old fashion bayonet or Bonzai charge?
No... as forcefully as I can say it.... no, it is not what I want nor do I guess do others. This reminds me that earlier you “seemed” to suggest that it was micromanagement that I am after.... not necessarily.
Let me try to explain.
At the moment if you order a battalion to attack it will go through FUP, fine, I play with Painfully Realistic ordered delay, all part of the fun, all part of the realism. In the real world you cannot just throw around units. It’s all like running in mud. Hence in BftB I wish for and like the same. Problem comes later.
Your companies move off and attack, this normally goes fine they react well to events at this stage. Where it goes pear shaped quite often is after the attack is well under way they continue to wonder around. They have moved off to the right or left several hundred metres for no apparent reason. When in the real world they would press on with their attack and either succeed or fail. If fail they may dig in just opposite the unit they were ordered to attack or withdraw a very few hundred metres, “back towards where they came from”, and dig in.
In short the FUP and approach march/movement are normally fine, they should react to unexpected encounters. The trouble starts once the attack/assault has been under for a short or longer time.
Once the assault is under way they should do one of three things.
1) Succeed and occupy the ground ordered to take and dig in.
2) Fail but dig in near adjacent to the unit they are attacking.
3) Fail then withdraw near straight backward about 200-300m and dig in.
That is about it except in “very” rare situations.
They should not wonder all over the battlefield as so often they do.
The slowness, the operational procedures, the order delays are good, not bad. But the company units move around far too much once an attack is under way or over, win or loose.
Great game... am a big fan.... but this is “the” fault or problem currently. No doubt better than it was, but still very much there.
Company sized units should stick at what they told to do either by the human player or the higher level AI for far longer periods unless overwhelmed by morale issues. Hours at a time.
If this could be sorted out the system would move from “great wargame” to being an “all time great” game. (Alongside Combat Mission which I currently believe deserves that title.... but each to their own... ).
BftB is positively drenched in high quality features. Company units just need to relax and do as they are ordered. Unless they die or crack under the strain.
Hope you understand my ranting.... !
All the best,
Kip.