2.04 Update for July 1st

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

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IronMikeGolf
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RE: 2.04 Update for July 1st

Post by IronMikeGolf »

Playing the Campaign, I have also felt I could achieve a higher victory level at times. Example: in CA1, 2-66 AR is moving from the map edge and is not yet in contact by the time the game is called. Playing past the Sudden Death point will fix that, I think.
Jeff
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demiller
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RE: 2.04 Update for July 1st

Post by demiller »

ORIGINAL: Iron Mike Golf

Playing the Campaign, I have also felt I could achieve a higher victory level at times. Example: in CA1, 2-66 AR is moving from the map edge and is not yet in contact by the time the game is called. Playing past the Sudden Death point will fix that, I think.

I have an AAR up at http://panzerde.blogspot.com/2014/06/pl ... bears.html that might just maybe be using a beta version of 2.04 that might just maybe show something about the new SD rules in just the situation and scenario you're asking about...
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MikeAP
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RE: 2.04 Update for July 1st

Post by MikeAP »

ORIGINAL: demiller
ORIGINAL: Iron Mike Golf

Playing the Campaign, I have also felt I could achieve a higher victory level at times. Example: in CA1, 2-66 AR is moving from the map edge and is not yet in contact by the time the game is called. Playing past the Sudden Death point will fix that, I think.

I have an AAR up at http://panzerde.blogspot.com/2014/06/pl ... bears.html that might just maybe be using a beta version of 2.04 that might just maybe show something about the new SD rules in just the situation and scenario you're asking about...


Your blog and the use of mission analysis, mainly OAKOC, makes me extremely happy.
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demiller
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RE: 2.04 Update for July 1st

Post by demiller »

ORIGINAL: MikeAP

Your blog and the use of mission analysis, mainly OAKOC, makes me extremely happy.

Thanks Mike. Congratulations on your company.
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mikkey
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RE: 2.04 Update for July 1st

Post by mikkey »

ORIGINAL: demiller
ORIGINAL: Iron Mike Golf
Playing the Campaign, I have also felt I could achieve a higher victory level at times. Example: in CA1, 2-66 AR is moving from the map edge and is not yet in contact by the time the game is called. Playing past the Sudden Death point will fix that, I think.
I have an AAR up at http://panzerde.blogspot.com/2014/06/pl ... bears.html that might just maybe be using a beta version of 2.04 that might just maybe show something about the new SD rules in just the situation and scenario you're asking about...
Excellent AAR Doug! Especially planning phase is awesome. Something like "planning layer" would be great directly in game engine.
MikeAP
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RE: 2.04 Update for July 1st

Post by MikeAP »

ORIGINAL: demiller

ORIGINAL: MikeAP

Your blog and the use of mission analysis, mainly OAKOC, makes me extremely happy.

Thanks Mike. Congratulations on your company.

I'd also like to point out that it's the first time I've ever seen someone use an Execution Matrix in a freaking video game.

You were a staff officer, no?
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CapnDarwin
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RE: 2.04 Update for July 1st

Post by CapnDarwin »

I believe Doug is using a number of things learned from the Staff exercises we did at Origins in June.

As for in-game planning, could be on the table for 2.1. Depending on work load for other key features. Just saying. [;)]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
CaptCarnage
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RE: 2.04 Update for July 1st

Post by CaptCarnage »

Very good read!
It seems you didn't look at the weather? - I have had scenarios where I planned for units on ridges and vantage points to shoot up the enemy at 3000+m but were rendered completely useless because rain set in reducing visibility to 2000m.

Nice maps by the way! Where can I find those? - edit: found them in the Mods section :)
"One must always distrust the report of troop commanders: 'We have no fuel' [...] You see, if they become tired they suddenly lack fuel" - Heinz Guderian, Panzer Leader
MikeAP
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RE: 2.04 Update for July 1st

Post by MikeAP »

ORIGINAL: Capn Darwin

I believe Doug is using a number of things learned from the Staff exercises we did at Origins in June.

As for in-game planning, could be on the table for 2.1. Depending on work load for other key features. Just saying. [;)]

I would say that something as simple as an overlay feature (with the ability for multiple overlays, obviously) would make a WORLD of difference, especially with a game like this.

Edit - I just read about that STAFFEX. That's really great stuff! Welcome to the world of a staff officer.
IronMikeGolf
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RE: 2.04 Update for July 1st

Post by IronMikeGolf »

ORIGINAL: demiller
ORIGINAL: Iron Mike Golf

Playing the Campaign, I have also felt I could achieve a higher victory level at times. Example: in CA1, 2-66 AR is moving from the map edge and is not yet in contact by the time the game is called. Playing past the Sudden Death point will fix that, I think.

I have an AAR up at http://panzerde.blogspot.com/2014/06/pl ... bears.html that might just maybe be using a beta version of 2.04 that might just maybe show something about the new SD rules in just the situation and scenario you're asking about...

Deja Vu!
Jeff
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demiller
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RE: 2.04 Update for July 1st

Post by demiller »

Cap'n Darwin is correct - the closest I've ever come actual military experience was the Staff Wargaming experience at Origins.

I'd love to see some graphics control measure capabilities in 2.1, as well.
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IronMikeGolf
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RE: 2.04 Update for July 1st

Post by IronMikeGolf »

Doug, I've not gotten to DSTs on paper yet. I do analyze the terrain much like you have explained in you AAR series.

I also have not planned the counter-attacks pre-game. That is because the scenarios end before they could be executed. My counter-attacks have been limited to 1 to 2 company local effort to reclaim VP locations lost to enemy pressure. Even those, I have to keep a careful eye on enemy casualties and launch them early enough to make sure they execute before Sudden Death.

I just finish my second go at the campaign. I will like do two thing on paper: DST and S2 templating. I am pretty sure I can use the TOC Log better than I do to keep track of enemy combat power on various parts of the battlefield.

My experience in staff matters is S3 TOC and Div TAC CP G3 crew (i.e. radio b!!ch). And maintaining the situation maps.
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MikeAP
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RE: 2.04 Update for July 1st

Post by MikeAP »

ORIGINAL: Iron Mike Golf
I am pretty sure I can use the TOC Log better than I do to keep track of enemy combat power on various parts of the battlefield.

We call it the 'Red Check Sheet'

You literally list every vehicle/squad that the enemy has, categorized into high value and high payoff and cross them off as you kill them.

Helps you understand enemy combat power as well as determine enemy commanders options.

Also, to analyze enemy capabilities we use something called a Relative Combat Power Analysis (RCPA) which breaks down enemy capabilities by war fighting function..

Manevuer, intelligence, mission command, fires, sustainment, and protection

Its great stuff
harry_vdk
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RE: 2.04 Update for July 1st

Post by harry_vdk »

ORIGINAL: demiller

Cap'n Darwin is correct - the closest I've ever come actual military experience was the Staff Wargaming experience at Origins.

I'd love to see some graphics control measure capabilities in 2.1, as well.

The closest moment for me was back in '83 on the edge of the "CA 2 Red Storm" map as a medic. And 30 year i have been asking myself "wat if it's going wrong". On this way its give me a idea.

IronMikeGolf
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RE: 2.04 Update for July 1st

Post by IronMikeGolf »

MikeAP, I was on my way to devising that for playing this game. I knew the G2/S2 shop folks did something along those lines, but not the specifics. Gonna see what I can find on RCPA.
Jeff
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MikeAP
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RE: 2.04 Update for July 1st

Post by MikeAP »

ORIGINAL: Iron Mike Golf

MikeAP, I was on my way to devising that for playing this game. I knew the G2/S2 shop folks did something along those lines, but not the specifics. Gonna see what I can find on RCPA.

Not so much an S2 function, as it is a commanders tool. After all, the S2 isn't fighting the fight. As the guy on the ground this information is paramount.

Don't confuse IPB with MDMP. Two separate processes done at different echelons. IPB is done at the Company level, while MDMP is done at BN and higher.
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Mad Russian
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RE: 2.04 Update for July 1st

Post by Mad Russian »

Just so you know Mike, the Rangers got there by following a trail marked out by the Combat Engineers.

Just sayin....[:D]

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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demiller
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RE: 2.04 Update for July 1st

Post by demiller »

ORIGINAL: Iron Mike Golf

I also have not planned the counter-attacks pre-game. That is because the scenarios end before they could be executed. My counter-attacks have been limited to 1 to 2 company local effort to reclaim VP locations lost to enemy pressure. Even those, I have to keep a careful eye on enemy casualties and launch them early enough to make sure they execute before Sudden Death.

The revised SD really makes the counter-attack planning possible now. The way objective control is being calculated now is very transparent and based on number of units in proximity, making it valuable in deciding whether or not to go ahead with extended play. I really like how it's turned out!
My experience in staff matters is S3 TOC and Div TAC CP G3 crew (i.e. radio b!!ch). And maintaining the situation maps.

When I was in high school I dropped myself on my head and ended up with an eye injury. The Army recruiters that were very interested in me prior to that point became decidedly less interested, and understandably so. A one-eyed TC or gunner or anyone that requires depth perception is not someone the other guys want on their team for some reason. I've confined my military ambitions since to wargames. [;)]
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pekische
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RE: 2.04 Update for July 1st

Post by pekische »

I have to ask...;) what is the state of 2.04 right now? Will it come this week?
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CapnDarwin
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RE: 2.04 Update for July 1st

Post by CapnDarwin »

The plan is files to Matrix tomorrow morning and then we are in the installer build and approve cycle. I would guess late next week, but we will let you know when we know. [;)]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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