orders to help create kill zones
Posted: Thu Feb 12, 2015 5:25 pm
Hello,
I have been playing the game only since December, but one of the struggles as a Nato player is to create good kill zones. Two things would help:
1) ordering units to hold fire until a certain line is crossed, a range reached, or a certain minimum number of units in LOS. My tanks often engage prematurely, plinking off a recon unit, and then they get pummeled by helicopters and artillery before the Soviet tank companies roll through. If I try to have them scoot to a new position they cannot respond and move quickly enough to reengage the hard-charging Soviet tanks.
2) weight the target selection:the tanks really go after recon and other soft units, and it frustrates me to see them engaging those kind while T80's are repeatedly firing on them. Perhaps this is an automated attempt to suppress artillery spotters, but the strategy doesn't work. It would be great to weight target selection for some units to take out enemy recon while the tanks save themselves for the main enemy body.
It seems that units have markedly more lethality when on hold rather than screen orders. Is this really accurate? For a tank does being in a prepared position drastically improve lethality of their fire? I can understand defensive benefits... This may not be a real issue, but it seems to be happening.
Lastly, stingers versus hinds is really depressing. I know this has been mentioned in other places. Do Hinds really have the same kind of pop-up maneuverability as an Apache or Kiowa? Hinds seems to be like veritable gods of war just trashing units with almost impunity all over the map. And these are against units that are dug-in in forest and towns, with overlapping air defenses, etc. So my request would be to reconsider the modeling of this.
I really do enjoy the game, and these are my suggestions and requests offered in the spirit of helping you continue to produce a wonderful simulation. As a relatively new player perhaps I am not aware of how these issues can already be resolved in the game, so I will happily take advice if I am commenting out of ignorance.
Thanks!
I have been playing the game only since December, but one of the struggles as a Nato player is to create good kill zones. Two things would help:
1) ordering units to hold fire until a certain line is crossed, a range reached, or a certain minimum number of units in LOS. My tanks often engage prematurely, plinking off a recon unit, and then they get pummeled by helicopters and artillery before the Soviet tank companies roll through. If I try to have them scoot to a new position they cannot respond and move quickly enough to reengage the hard-charging Soviet tanks.
2) weight the target selection:the tanks really go after recon and other soft units, and it frustrates me to see them engaging those kind while T80's are repeatedly firing on them. Perhaps this is an automated attempt to suppress artillery spotters, but the strategy doesn't work. It would be great to weight target selection for some units to take out enemy recon while the tanks save themselves for the main enemy body.
It seems that units have markedly more lethality when on hold rather than screen orders. Is this really accurate? For a tank does being in a prepared position drastically improve lethality of their fire? I can understand defensive benefits... This may not be a real issue, but it seems to be happening.
Lastly, stingers versus hinds is really depressing. I know this has been mentioned in other places. Do Hinds really have the same kind of pop-up maneuverability as an Apache or Kiowa? Hinds seems to be like veritable gods of war just trashing units with almost impunity all over the map. And these are against units that are dug-in in forest and towns, with overlapping air defenses, etc. So my request would be to reconsider the modeling of this.
I really do enjoy the game, and these are my suggestions and requests offered in the spirit of helping you continue to produce a wonderful simulation. As a relatively new player perhaps I am not aware of how these issues can already be resolved in the game, so I will happily take advice if I am commenting out of ignorance.
Thanks!