How to increase command cycle deliberately?

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.

Moderators: IronMikeGolf, Mad Russian, WildCatNL, cbelva, IronManBeta, CapnDarwin

Post Reply
JoeMK
Posts: 91
Joined: Sat Nov 04, 2017 3:38 pm
Location: Germany

How to increase command cycle deliberately?

Post by JoeMK »

As reinforcements often arrive shortly after command phase has ended, is there a way to laten the player's command phase start? While off-map artillery and aircraft seam to be on call automatically, all other assets seam to rest during their arrival's order resolution phase. I already lost helicopters this way...

On the other side, remembering Borissov in June 1944, German tanks, while detraining, had to fight against penetrating Soviet tanks...
User avatar
CapnDarwin
Posts: 9731
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: How to increase command cycle deliberately?

Post by CapnDarwin »

Unfortunately no. Kind of the double edge sword of an asynchronous command cycle system.Something we may be able to work on in Southern Storm to at least give arriving units in the next cycle an order or maybe a pregame initial orders plan.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
JoeMK
Posts: 91
Joined: Sat Nov 04, 2017 3:38 pm
Location: Germany

RE: How to increase command cycle deliberately?

Post by JoeMK »

After having replayed a resolution phase I have to notice: I was rather "foolhardy" when I claimed that "all other assets seam to rest during their arrival's order resolution phase". This is wrong, they have screen orders. So it's not so bad... Nevertheless, your conception of having some kind of calculated order mechanism would give the players more flexibility especially with respect to FPRS's wonderful asynchronous command cycle system.
Anonymous

[Deleted]

Post by Anonymous »

[Deleted by Admins]
Post Reply

Return to “Flashpoint Campaigns Classic”