Retreat Function

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
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Capt.Frick
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Retreat Function

Post by Capt.Frick »

In CC A Bridge to far you could retreat your units off the map, which would be a great function cause, sometimes I would rather like to disengage and fight another time when for example ammo runs out or you run out of ar weapons, or just to get out of a fight you don't want to fight

After fighting for 15 min with a single lemg34 squad(2man) nothing else, I was trying my best to get them killed which was quite frustrating as it proved difficult so, I would have been glad about having another option then to try to get a cease fire.
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Andrew Williams
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RE: Retreat Function

Post by Andrew Williams »

You get to make the  "Retreat" decision during the movement phase.  (except for static troops who may not be moved)

if you choose to stay and fight then you must live with that.
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Capt.Frick
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RE: Retreat Function

Post by Capt.Frick »

I don't see what's wrong with what I suggested, since troops will most likley run when they cannot fight enemy tanks anymore, or don't have anymore ammo, so why should I waste men when they run out of ammo, I mean I fought the enemy as good as I could.
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Andrew Williams
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RE: Retreat Function

Post by Andrew Williams »

And now you die

Not only are you required to fight on the frontline but this release of CC also requires you to make operational decisions.

You failure at this level is dealt with mercilessly
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kojusoki1
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RE: Retreat Function

Post by kojusoki1 »

so what is the difference between losing morale (with all the consequences) and hiting the button (retreat=lose morale)?
I just hate (to save my precious "real" time) sending few units to get killed so others will lose their morale and retreat! And even then casualties are usually lower.


Edit: sorry for my "morning" english, my apologizes :)

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Andrew Williams
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RE: Retreat Function

Post by Andrew Williams »

Now that is a good point kojusoki

Most people have expressed a desire to save their men when wanting to retreat... to actually force a morale failure, hmmm, that is a different matter.
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Capt.Frick
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RE: Retreat Function

Post by Capt.Frick »

That's kind of what I meant
TheReal_Pak40
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RE: Retreat Function

Post by TheReal_Pak40 »

ORIGINAL: Andrew Williams

You get to make the  "Retreat" decision during the movement phase.  (except for static troops who may not be moved)

if you choose to stay and fight then you must live with that.

I agree with Frick. Retreating from a battle is a tactical decision made at the time during a battle, not in the operational phase. Many times commanders fully intend to fight a battle or defend an area but end up realizing that it is fruitless and it will be better to retreat to fight another day.

Obviously, to implement this into the current CC engine would require that the retreating side have at least one VL that leads to another map and the map must be unoccupied by enemy forces.
SpeedyCM
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RE: Retreat Function

Post by SpeedyCM »

Yes retreat option is desperately needed, currently sitting in Eindhoven with one 88 (all I started the battle with) against a maxed out British AI that does not want to attack or even move it's troops it seems after it trundled a firefly infront of my 88.

And being an immobile 88 I can't move it to where ever the AI is hiding all his troops. [:@]

My memories of the original CC Bridge to Far include a vastly superior AI.
SpeedyCM
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RE: Retreat Function

Post by SpeedyCM »

Left it running for the last 2 hours and still nothing has happened. [8|]
Tejszd
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RE: Retreat Function

Post by Tejszd »

In LSA you can end a battle by; getting killed, killing the enemy, offering a truce or reaching the time limit.

Playing without a time limit actual seems to make the AI worse. If there is a deadline the AI will tend to try to do a push about 5 minutes before time expires....




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