FITE 2 for Newcomers
Posted: Tue Jan 09, 2018 1:31 pm
After playing this for over 100 hrs (12 games) here are some observations:
1. Don't play against Elmer. He's no challenge at all. Well as Nazi it provides some limited. I stay corrected: it is a HUMAN vs HUMAN scenario. Hence Elmer is not implemented
2. If you want challenging gameplay play against yourself. Sounds weird? Well there is this new amazing PO option which gives you possibility of passing units (like Corps) under ELmer command. You give them objectives and Elmer does his best (which is not half bad but don't expect too much) to achieve. And it adds to the realisms and feeling of not being in God-mode.
3. Playing against yourself gives you a lot of challenge but also stimulates thinking. You'd be suprized how many new tactics you will develop.
4. Playing against a human opponet is frustrating. IT's too big. Sooner rather then later PBEM will stop.
4. The scenario is hughe. It takes time but it is time well invested.
STANDARD APPROACH TO A TURN valid for ALL scenarios
taken from here
1. Move units not intended to be in combat (rear area, recon that won't be attacking)
2. Move units intended for attacks into contact; try not to exceed more than 1/3 of their movement to get into contact
3. For units that have not moved which are capable of land bombardment, naval bombardment, air missions - execute those as they are unlikely to use up more than 1/3 of the time stamp; do not use assets that needed to move a significant distance to get into range/rebase as these may use up more time; save these for the second wave attacks
4. Plan and execute first wave of attacks from units you moved to contact in #2
5. Based on the time stamp after the first wave of attacks have run, you should be able to repeat the process to use up the remaining time for exploitation movement/attacks; during these "second wave" movement attacks you can use bombardment/airstrike assets from units that moved in #1, but were held back so as to leave the timestamp as low as possible at the start of #5
WHEN MOVING STACK of UNITS
1. Chooose a stack.
2. Press spacebar (unit counters will disappear - you'll be seeing only the map)
3. Move the stack to the desired location.
4. Press spacebar (unit counters will become visible again).
This speeds the movement of stacks from sloooooooooooooooooow to superfast
Thanks and credits go to all those who helped me in the other thread.
The DRAWN ORDERS
The idea of drawn orders is simple. Since you play quasi-historical thing you should also have a quasi-historical environment.
The concept is based on the following set of orders set for specific situations. Decided by 2 rolls of 6-cube. First city is PRIMARY objective.
STEP 1 <Initial Phase>
GER: 1/12 - Push for Moscov and Kiev
GER: 2,3/11 - Push for Leningrad and Moscov
GER: 4,5,6/8,9,10 - Push for Kiev, Leningrad and Moscov
GER: 7 - Push for Moscov and a city of players choice
USSR: 1/12 - Tactical stopping. Units can be freely moved but once dug in they cannot withdraw.
USSR: 2,3,4,5/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,7 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 2a <Minsk or Riga has fallen>
GER: 1/12 - Push for Moscov and Kiev
GER: 2,3/10,11 - Push for Leningrad and Moscov
GER: 4,5,6/8,9 - Push for Kiev, Leningrad and Moscov
GER: 7 - Push for Moscov and a city of players choice
USSR: 1/12 - Tactical stopping. Units can be freely moved but once dug in they cannot withdraw.
USSR: 2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 2b <Minsk and Riga has fallen>
GER: 1,2,3/9,10,11 - Push for Moscov and Leningrad
GER: 4,5,6,7,8 - Push for Leningrad, Moscov and Kiev.
USSR: 1,2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,12 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 3 <Minsk or Riga and Kiev or Mogiliev/Vitebsk has fallen>
GER: 1,2,3/9,10,11 - Push for Leningrad and Moscov
GER: 4,5,6,7,8 - Push for Kharkov, Leningrad and Moscov
USSR: 1,2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,12 - No retreat! Units cannot be withdrawn but can be moved freely.
1. Don't play against Elmer. He's no challenge at all. Well as Nazi it provides some limited. I stay corrected: it is a HUMAN vs HUMAN scenario. Hence Elmer is not implemented
2. If you want challenging gameplay play against yourself. Sounds weird? Well there is this new amazing PO option which gives you possibility of passing units (like Corps) under ELmer command. You give them objectives and Elmer does his best (which is not half bad but don't expect too much) to achieve. And it adds to the realisms and feeling of not being in God-mode.
3. Playing against yourself gives you a lot of challenge but also stimulates thinking. You'd be suprized how many new tactics you will develop.
4. Playing against a human opponet is frustrating. IT's too big. Sooner rather then later PBEM will stop.
4. The scenario is hughe. It takes time but it is time well invested.
STANDARD APPROACH TO A TURN valid for ALL scenarios
taken from here
1. Move units not intended to be in combat (rear area, recon that won't be attacking)
2. Move units intended for attacks into contact; try not to exceed more than 1/3 of their movement to get into contact
3. For units that have not moved which are capable of land bombardment, naval bombardment, air missions - execute those as they are unlikely to use up more than 1/3 of the time stamp; do not use assets that needed to move a significant distance to get into range/rebase as these may use up more time; save these for the second wave attacks
4. Plan and execute first wave of attacks from units you moved to contact in #2
5. Based on the time stamp after the first wave of attacks have run, you should be able to repeat the process to use up the remaining time for exploitation movement/attacks; during these "second wave" movement attacks you can use bombardment/airstrike assets from units that moved in #1, but were held back so as to leave the timestamp as low as possible at the start of #5
WHEN MOVING STACK of UNITS
1. Chooose a stack.
2. Press spacebar (unit counters will disappear - you'll be seeing only the map)
3. Move the stack to the desired location.
4. Press spacebar (unit counters will become visible again).
This speeds the movement of stacks from sloooooooooooooooooow to superfast
Thanks and credits go to all those who helped me in the other thread.
The DRAWN ORDERS
The idea of drawn orders is simple. Since you play quasi-historical thing you should also have a quasi-historical environment.
The concept is based on the following set of orders set for specific situations. Decided by 2 rolls of 6-cube. First city is PRIMARY objective.
STEP 1 <Initial Phase>
GER: 1/12 - Push for Moscov and Kiev
GER: 2,3/11 - Push for Leningrad and Moscov
GER: 4,5,6/8,9,10 - Push for Kiev, Leningrad and Moscov
GER: 7 - Push for Moscov and a city of players choice
USSR: 1/12 - Tactical stopping. Units can be freely moved but once dug in they cannot withdraw.
USSR: 2,3,4,5/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,7 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 2a <Minsk or Riga has fallen>
GER: 1/12 - Push for Moscov and Kiev
GER: 2,3/10,11 - Push for Leningrad and Moscov
GER: 4,5,6/8,9 - Push for Kiev, Leningrad and Moscov
GER: 7 - Push for Moscov and a city of players choice
USSR: 1/12 - Tactical stopping. Units can be freely moved but once dug in they cannot withdraw.
USSR: 2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 2b <Minsk and Riga has fallen>
GER: 1,2,3/9,10,11 - Push for Moscov and Leningrad
GER: 4,5,6,7,8 - Push for Leningrad, Moscov and Kiev.
USSR: 1,2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,12 - No retreat! Units cannot be withdrawn but can be moved freely.
STEP 3 <Minsk or Riga and Kiev or Mogiliev/Vitebsk has fallen>
GER: 1,2,3/9,10,11 - Push for Leningrad and Moscov
GER: 4,5,6,7,8 - Push for Kharkov, Leningrad and Moscov
USSR: 1,2,3,4,5,6/8,9,10,11 - No retreat! Units cannot be withdrawn and can only be moved (generally) towards enemy.
USSR: 6,12 - No retreat! Units cannot be withdrawn but can be moved freely.



