Unit Facing Control

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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Deputy
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Unit Facing Control

Post by Deputy »

Just downloaded (and ordered) the sim. Sure glad it now works with XP [&o]

I noticed that the "Unit Facing" control seems to be only useable on the top Menu control. Used to be you could use the numberpad to face units. Was much more convenient that way. I don't have a new manual (hopefully one woll come with the CDROM), so can anyone tell me if there's another way to face units other than the top Menu bar?

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Jason Petho
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RE: Unit Facing Control

Post by Jason Petho »

Hi Deputy

Make sure the Number Pad is on, and then press #4 or #6 on the Number Pad to rotate units.

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RE: Unit Facing Control

Post by Deputy »

Thanks Jason!!! I lit my number pad light on the keyboard and facing works!!! Excellent!!!
Just wondering...does a paper manual come with the CDROM? I still have the manuals from the old Talonsoft versions. Should I hang on to them?

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RE: Unit Facing Control

Post by Jason Petho »

Doesn't hurt to hang onto them, a lot of the system is the same.

There will be minor changes coming with the next update, but nothing overly drastic. The game still functions the same.

There is a downloadable "printable" manual in the Members area, but I would hold off on that until I have time to rewrite it.

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RE: Unit Facing Control

Post by Deputy »

Thanks Jason. I'll wait on the newest manual before downloading. [;)]
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RE: Unit Facing Control

Post by british exil »

Is there a reason why I need to make the effort to rotate my units to face the enemy? Been playing for a while and have never thought too much about this movement.

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RE: Unit Facing Control

Post by Lionfish »

Armor Facing!

You are weaker with your back exposed to the enemy.
Always rotate units to face enemy = increase defense.


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RE: Unit Facing Control

Post by vadersson »

Keep in miind the Armor facing rules are optional rules.

The optional armor facing rules assign different defeses to the diffent sides of armored units.  Of course for a game at this scale I personally feel they are a bit too much.

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RE: Unit Facing Control

Post by Jason Petho »

Given the typical tactics employed by an armoured platoon, I believe the armour facing option is an excellent addition and rarely play a human opponent without it. It is good to turn it off when playing the AI though, as it does not consider armour facing when it plays.

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RE: Unit Facing Control

Post by cyberwop36 »

ORIGINAL: Jason Petho

Given the typical tactics employed by an armoured platoon, I believe the armour facing option is an excellent addition and rarely play a human opponent without it. It is good to turn it off when playing the AI though, as it does not consider armour facing when it plays.

Jason Petho
The problem I had with it was as soon as a tank platoon got a reteat result they turn tail and run exposing the rear armour[or lack of] facing, and get kreamed. Real tankers know to back out under heavy direct fire.

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RE: Unit Facing Control

Post by Jason Petho »

ORIGINAL: cyberwop36

The problem I had with it was as soon as a tank platoon got a reteat result they turn tail and run exposing the rear armour[or lack of] facing, and get kreamed. Real tankers know to back out under heavy direct fire.

While not solving all tactical problems, a tactic to avoid such carnage is to not put your tank platoons in a position where they do not retreat under cover. Utilizing terrain to the best the scenario allows.

Placing them on the edge of a forest, town or field provides you the opportunity to retreat out of Line of Sight - in essence: saving your rear.

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RE: Unit Facing Control

Post by Deputy »

I use armor facing even against the comp. Sometimes I need every advantage I can get [:)]
If anyone has ever played WinSPWW2, they have an interesting system....whenever a unit takes fire from an enemy unit, it immediately faces in that units direction. Armor facing is ALWAYS implemented whether against computer or another player. I don't know if a system like that could be implemented in the Campaign Series, but it sure would be neat [:D]

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RE: Unit Facing Control

Post by cyberwop36 »

Well I mostly meant the AI charging around in the open and bouncing around. But every now and then even we have to come out and assault a objective.

Basically is the combat result tables still the same causing multiple retreat results? Units using armour facing rules should reverse when retreating.

As a ex-Armoured Cav. Officer, and have actually commnaded a armoured platoon in the field I do know better than to expose my units [:D]
[unless she askes nicely]
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RE: Unit Facing Control

Post by Jason Petho »

ORIGINAL: Deputy

I use armor facing even against the comp. Sometimes I need every advantage I can get [:)]
If anyone has ever played WinSPWW2, they have an interesting system....whenever a unit takes fire from an enemy unit, it immediately faces in that units direction. Armor facing is ALWAYS implemented whether against computer or another player. I don't know if a system like that could be implemented in the Campaign Series, but it sure would be neat [:D]

Dep

While a good idea, that would be far to easy to abuse in the Campaign Series.

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RE: Unit Facing Control

Post by Jason Petho »

ORIGINAL: cyberwop36
As a ex-Armoured Cav. Officer, and have actually commnaded a armoured platoon in the field I do know better than to expose my units [:D]
[unless she askes nicely]

*laughs*

Well that's good.

I would recommend finding a human opponent or two for a real challenge though. The AI isn't too swift.

Jason Petho
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