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Is the no-delay time for paradrops realistic?
Posted: Sun Feb 04, 2007 3:37 pm
by Pergite!
Hi!
I have recently been doing some multiplayer battles against a friend. We have both had a great time, and we ended up trying a whole lot of tactical ideas in the game.
One problem we have been discussing is the no-delay function that applies to reinforcements that arrive from the air. In real life the best way to defeat an airdrop is to act quickly and with as much force as possible. Hit them while they are in the open with everything you got before they get organized.
My friend was because of this rather frustrated when his Matilda tanks would not move an inch while my Green Devils quickly scurried away up on the high ground and dug in (or teared guns blazing through ill equipped Greeks). All he could do was to lob a few mortar rounds on me, but the counterattack didn materialized before the bulk of my force had landed and move out.
Do anyone else of you have any ideas on this subject?
RE: Is the no-delay time for paradrops realistic?
Posted: Sun Feb 04, 2007 5:01 pm
by Helpless
In COTA separate units do not abandon current orders. But there is still a chance to react with aggression/formation/ROF settings, which do not require a replanning. If they not sufficient, then it means that initial defense plan was bad [:'(] [:)].
I think that unit's delay and reaction is much more realistic in COTA than in SuddenStrike [:D]
RE: Is the no-delay time for paradrops realistic?
Posted: Mon Feb 05, 2007 12:57 am
by PaulWRoberts
ORIGINAL: Pergite!
My friend was because of this rather frustrated when his Matilda tanks would not move an inch while my Green Devils quickly scurried away up on the high ground and dug in (or teared guns blazing through ill equipped Greeks). All he could do was to lob a few mortar rounds on me, but the counterattack didn materialized before the bulk of my force had landed and move out.
That sounds almost exactly like what happened historically. Well done, Panther!

RE: Is the no-delay time for paradrops realistic?
Posted: Mon Feb 05, 2007 9:19 am
by Pergite!
ORIGINAL: Helpless
In COTA separate units do not abandon current orders. But there is still a chance to react with aggression/formation/ROF settings, which do not require a replanning. If they not sufficient, then it means that initial defense plan was bad [:'(] [:)].
Yes it was a historical scenario, and as Paul points out below, was that it portrayed a very realistic outcome.[:@]
It would however be a nice feature in the future to be able to place you own units on the map, without having to go through the editior. This would spice up multiplayer games and add alot of easy replayability. Anyway, I guess it wont be many airdrops to worry about on either the Bulge or in the Desert...
I think that unit's delay and reaction is much more realistic in COTA than in SuddenStrike [:D]
[&o]
RE: Is the no-delay time for paradrops realistic?
Posted: Mon Feb 05, 2007 12:01 pm
by JeF
Hi,
Just a few precisions here.
First, the lack of orders delay on reinforcement is to model that the troops have a plan before they arrive on the map. Even if it is by airdrop, your paras should know where to go. Unfortunately, you're not able to give them these orders before they arrive.
Second, orders delays at start for the brits in those scenarios is optional and, when activated by the scenario designer, is used to simulate surprise : it takes time from the first sighting from orders to finally arrive to the line units 40 kms away.
Then, units that arrive via paradrops do not enjoy a free ride. They arrive with very very low cohesion (check the cohesion info : F6) and it takes time to get them in a state where they can do anything. They arrive by small scattered groups depending on scenarios and are on foot. Assembling a sizeable force will take time as well.
All in all, I think this is well modeled. We can argue for years about the fact that one full hour of free order delay is too large for reinforcements, that cohesion can't be recovered that fast and so on... Truth is we are still in front of a good simulation. And yes, it is frustrating for the defending side here. The Allies usually have much higher orders dely than the Germans, due to troop quality, training and experience.
Cheers,
JeF.
RE: Is the no-delay time for paradrops realistic?
Posted: Thu Feb 08, 2007 11:31 pm
by Jakerson
ORIGINAL: JeF
Hi,
Just a few precisions here.
First, the lack of orders delay on reinforcement is to model that the troops have a plan before they arrive on the map. Even if it is by airdrop, your paras should know where to go. Unfortunately, you're not able to give them these orders before they arrive.
Second, orders delays at start for the brits in those scenarios is optional and, when activated by the scenario designer, is used to simulate surprise : it takes time from the first sighting from orders to finally arrive to the line units 40 kms away.
Then, units that arrive via paradrops do not enjoy a free ride. They arrive with very very low cohesion (check the cohesion info : F6) and it takes time to get them in a state where they can do anything. They arrive by small scattered groups depending on scenarios and are on foot. Assembling a sizeable force will take time as well.
All in all, I think this is well modeled. We can argue for years about the fact that one full hour of free order delay is too large for reinforcements, that cohesion can't be recovered that fast and so on... Truth is we are still in front of a good simulation. And yes, it is frustrating for the defending side here. The Allies usually have much higher orders dely than the Germans, due to troop quality, training and experience.
Yeah but Allies have heavier artillery than paratroopers in most of para scenarios witch can kill lots of paratroopers during the scenario and some of those Allied static AA-guns fight like an maniac driving full German Paratroopers battalions at run alone.
Allied have Matildas witch are very hard to kill I actually surrounded Matildas and pounded them two days from all direction with about 1000 paratroopers until I got one of them killed rest of matildas escaped trough my troops. LOL
RE: Is the no-delay time for paradrops realistic?
Posted: Tue Feb 20, 2007 3:05 am
by JeffroK
Finally got the game.
Played a few scenarios and am now on the Malta scenario. After the first day I get the feeing the game has it worked out well. Despite the no delay for the Fallschirm, thats only for the first orders, later movements have to suffer delay. After the first day I have finally beat up the airfield defences and have a solid front. (I'm surprised at the lack of counterattack).
Day 2+ will see the push on Valetta
Well done to the Panther Team!!