Very specific questions

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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moet
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Very specific questions

Post by moet »

I would apreciate to get more information about those game features:

1. How much scenarios do each of the two campaigns actually contain?
Do you plan to give the player direct access to those scenarios (without having to go through the campaigns)?

2. I noticed that HQs can take a very long time to execute moving orders. They remain still during many turns,
while other units located around them are moving normally. I wonder why...

3. Does an isolated unit located in the middle of big woods, surrounded by non-bridged rivers, will get its full ammunitions supply
if it is within command radius and has received a "resupply" order.

4. Does transfering a unit to another HQ (dragging it in OB tab) delay the execution of orders
(order in progress or new order given in the same order phase than the HQ transfer)?

5. Have you any more details on how the command cycles are calculated
(to explain the differences in order phase durations for both sides and the differences in successive order phases durations of one side)?

6. Recently blowned bridge is visible from enemy side, even if no enemy unit has a LOS on the bridge. Am I right?

7. What is the use of the "On call" order for infantry, tank or recon units?

8. From which threshold (number by hour) the radio activity would reveal a HQ unit to the enemy?

9. Which scenario (individual or in campaign) do induce player to use nuclear / chemical weapons?

Many thanks in advance for your replies.
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Mad Russian
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RE: Very specific questions

Post by Mad Russian »

ORIGINAL: moet

I would apreciate to get more information about those game features:

1. How much scenarios do each of the two campaigns actually contain?
Do you plan to give the player direct access to those scenarios (without having to go through the campaigns)?

Each campaign currently has 5 scenarios. Only the first scenario in the campaign can be played as a stand alone scenario. The rest of them must have the primary side's OOB brought forth from the previous battles results.
2. I noticed that HQs can take a very long time to execute moving orders. They remain still during many turns,
while other units located around them are moving normally. I wonder why...

Because to move a tank platoon you tell 4 or 5 tanks to move. They get in their tanks and move. HQ's come with staffs and command vehicles, radio nets, etc...
3. Does an isolated unit located in the middle of big woods, surrounded by non-bridged rivers, will get its full ammunitions supply
if it is within command radius and has received a "resupply" order.

Yes to most of that. Supply is abstracted in the game.

Although if you are out of command radius it takes longer and you may have to resupply more than once because it won't give you a full resupply.

4. Does transfering a unit to another HQ (dragging it in OB tab) delay the execution of orders
(order in progress or new order given in the same order phase than the HQ transfer)?

Depends on the new HQ's status.

5. Have you any more details on how the command cycles are calculated
(to explain the differences in order phase durations for both sides and the differences in successive order phases durations of one side)?

Keep your HQ's healthy and in command range. Those are the two main issues that determine the command cycles.

6. Recently blowned bridge is visible from enemy side, even if no enemy unit has a LOS on the bridge. Am I right?

Yes.

7. What is the use of the "On call" order for infantry, tank or recon units?

None.
8. From which threshold (number by hour) the radio activity would reveal a HQ unit to the enemy?

Depends on how much they move and the EW rating for the scenario. The direction finding equipment is having to go through a constant triangulation to find you. If you sit still long enough and talk enough they will come to play.

9. Which scenario (individual or in campaign) do induce player to use nuclear / chemical weapons?

Many thanks in advance for your replies.

Thor's Hammer and First Strike.

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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moet
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RE: Very specific questions

Post by moet »

Thank you for these fast, concise and meaningful answers. [:)]
ORIGINAL: Mad Russian
ORIGINAL: moet
5. Have you any more details on how the command cycles are calculated
(to explain the differences in order phase durations for both sides and the differences in successive order phases durations of one side)?

Keep your HQ's healthy and in command range. Those are the two main issues that determine the command cycles.

If I understand well your answer, the order phase duration depends on the way the player manage his troops, not on the good/bad organization of each army. Then, on what are based the differences between sides (ex.: 30 mins for Americans and 18 mins for Soviets) shown at the very beginning of any scenario? Those differences would only come from a bad positioning or state of the HQs?
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loki100
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RE: Very specific questions

Post by loki100 »

in a lot of scenarios the opening assumption is that NATO has just been hit by a massive chemical weapons attack. On the other hands the Soviets are carrying out a pre-arranged assualt. So it makes sense that their command time is better.

Go after HQs with a vengence, that will slow your opponent's order cycle. Depends on the tools you have, but artillery on call seems to like shelling HQs if they are revealed.
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CapnDarwin
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RE: Very specific questions

Post by CapnDarwin »

A number of factors effect the starting cycle. Having a viable command tree (slows NATO in A Time to Dance), HQ unit readiness and Electronic warfare by each side.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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moet
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RE: Very specific questions

Post by moet »

Another concern: what about the use of satellites for military purpose (enemy movements monitoring) during the 80s?
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Plodder
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RE: Very specific questions

Post by Plodder »

We're playing at the grand tactical scale here, so, in my opinion, by the time the information filters down to you it would be well out of date.
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
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Mad Russian
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RE: Very specific questions

Post by Mad Russian »

+1
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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moet
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RE: Very specific questions

Post by moet »

Another specific question : the "Fulda Frontier of Freedom" scenario is the only one that doesn't begin with a "H", "N" or "W" letter. Does it mean that this scenario is designed to be played by either side or head to head?
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Plodder
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RE: Very specific questions

Post by Plodder »

No it just means the creator didn't put it in the header[:D] If you look in the description it says "Best played as NATO player"
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
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76mm
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RE: Very specific questions

Post by 76mm »

I have a few questions, thought I'd add them here rather than starting a new thread:

1) When mounted infantry units assualt or do a delib move, the dialogue pops up asking when they should dismount. If you select "0" hexes, does that mean that they don't dismount at all, or dismount in the destination hex? If the latter, is there any way for them not to dismount? Any advantage (speed, protection, etc.) to not doing so?

2) I get confused with HQ and inf units, which sometimes show the silhouette of the vehicle they are in, and sometimes show the NATO symbol. Am I right that they show the NATO symbol if dismounted, or the silhouette if mounted?

3) Any reason to use smoke against US forces, given the proliferation of thermal sites? Seems like a waste of time?
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cbelva
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RE: Very specific questions

Post by cbelva »

ORIGINAL: 76mm

I have a few questions, thought I'd add them here rather than starting a new thread:

1) When mounted infantry units assualt or do a delib move, the dialogue pops up asking when they should dismount. If you select "0" hexes, does that mean that they don't dismount at all, or dismount in the destination hex? If the latter, is there any way for them not to dismount? Any advantage (speed, protection, etc.) to not doing so?

2) I get confused with HQ and inf units, which sometimes show the silhouette of the vehicle they are in, and sometimes show the NATO symbol. Am I right that they show the NATO symbol if dismounted, or the silhouette if mounted?

3) Any reason to use smoke against US forces, given the proliferation of thermal sites? Seems like a waste of time?
1) If you select "0" hexes that means that the mounted infantry will not dismount until they get to the destination hex. There really isn't any way to tell them not to dismount. When the unit is not moving, inf will normally dismount. Not sure I understand what you are asking is second part. Mounting and dismounting is all done automatically and the speed/protection is built into the program.

2) You are correct--NATO symbol means the unit is dismounted and the silhouette means that they are mounted

3) In many cases it is a waste of time. It was Soviet doctrine to place smoke on US positions and that is why the AI does so now. However, it really backfires on the Soviets now as it hinders their sighting abilities than NATOs
Charles Belva
On Target Simulations LLC
kaburke61
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RE: Very specific questions

Post by kaburke61 »

ORIGINAL: 76mm

I have a few questions, thought I'd add them here rather than starting a new thread:

1) When mounted infantry units assualt or do a delib move, the dialogue pops up asking when they should dismount. If you select "0" hexes, does that mean that they don't dismount at all, or dismount in the destination hex? If the latter, is there any way for them not to dismount? Any advantage (speed, protection, etc.) to not doing so?

Maybe what he is asking regarding this (I myself am trying to understand this) What is the advantage/disadvantage/etc. of dismounting at 0, or say 1, 2, etc hexes? Or when is different distances important?
CptHowdy
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RE: Very specific questions

Post by CptHowdy »

ORIGINAL: kaburke61

ORIGINAL: 76mm

I have a few questions, thought I'd add them here rather than starting a new thread:

1) When mounted infantry units assualt or do a delib move, the dialogue pops up asking when they should dismount. If you select "0" hexes, does that mean that they don't dismount at all, or dismount in the destination hex? If the latter, is there any way for them not to dismount? Any advantage (speed, protection, etc.) to not doing so?

Maybe what he is asking regarding this (I myself am trying to understand this) What is the advantage/disadvantage/etc. of dismounting at 0, or say 1, 2, etc hexes? Or when is different distances important?
if you are expecting enemy resistance then you want to dismount a hex or two away. you don't want your troops caught inside their carriers. depending on what armaments your troops carry such as anti-tank weapons you might want to drop them off further than 1-2 hexes so they can use those weapons properly.
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Mad Russian
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RE: Very specific questions

Post by Mad Russian »

Also, it was asked somewhere if the units vehicles and infantry are separate targets when the infantry is unloaded. The answer to that is yes.

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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moet
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RE: Very specific questions

Post by moet »

Sorry, I need again clarification about command cycles and number of orders allocated to each side. This is what I understand:

- If Limited Staf Rule is in effect, the number of orders available varies according to the communication efficiency (especially electronic warfare) of the army. This is fixed at the beginning of the scenario and won't vary till the end of the game.

- Whether Limited Staf Rule is on or off, each side starts the scenario with a certain command cycle length. This length of time will vary according to command tree, HQ unit readiness and electronic warfare (again).

At first sight, those two features are measuring about the same thing (communication efficiency). Does the game engine use the same datas to fix those two things?

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moet
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RE: Very specific questions

Post by moet »

In other words, do command tree, HQ unit readiness and electronic warfare have the same impact on both command cycles and number of orders allocated to each side?
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RE: Very specific questions

Post by Mad Russian »

The Cap'n will be along any minute now......

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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