Micro Management
Posted: Sat May 25, 2019 10:30 pm
So I haven't had a huge amount of experience with the game, but my take on it from what I have played is I have to do too much micromanagement of the units. So anything above two to three companies gets completely out of control. It's a great game but a few thoughts...
1. If the threat is over (no rounds fired at them for a few minutes (2-4?)) Mech infantry should reload into their carriers unless they had an "Unload" order. Man if artillery hits them I have to reload them over and over and over. If they're in decent order they should be able to do that themselves.
2. Not sure why "Scout" orders drop off when the unit is fired at, Recon guys are supposed to be the "smart ones" and take the initiative, not wait for the commander to tell them to get going again, and again, and again, and again! [:D]
3. HQ's on the other hand move like a Bat out of Hell! Far outstripping the companies, and even platoons near them. I get it that they are a single or two vehicle unit thus can find their through terrain easier than an company but even turning on and off waypoints they can get way ahead of the phase lines if your busy elsewhere, which us really easy in a several battalion engagement. Maybe they should have some type of A/I to not get too far ahead of the line units? Recon by HQ???? [;)]
4. Overwatch Orders? Might be nice to add an "overwatch" order option where the unit advances to the waypoint and then assumes a "defend" order, Yes you can advance to a position and then add a second defend order, but that burns two waypoints.
5. Timing to activate a waypoint? So when the waypoint is set up have a time for it to become active. ( examples +00:20 minutes from scenario start or an explicit HH:MM hours ) IMHO This would help players set up Phase lines and thus not have to go back and activate an entire phase line for several battalions!
So just some thoughts/observations, "you may fire when ready Gridley!"
1. If the threat is over (no rounds fired at them for a few minutes (2-4?)) Mech infantry should reload into their carriers unless they had an "Unload" order. Man if artillery hits them I have to reload them over and over and over. If they're in decent order they should be able to do that themselves.
2. Not sure why "Scout" orders drop off when the unit is fired at, Recon guys are supposed to be the "smart ones" and take the initiative, not wait for the commander to tell them to get going again, and again, and again, and again! [:D]
3. HQ's on the other hand move like a Bat out of Hell! Far outstripping the companies, and even platoons near them. I get it that they are a single or two vehicle unit thus can find their through terrain easier than an company but even turning on and off waypoints they can get way ahead of the phase lines if your busy elsewhere, which us really easy in a several battalion engagement. Maybe they should have some type of A/I to not get too far ahead of the line units? Recon by HQ???? [;)]
4. Overwatch Orders? Might be nice to add an "overwatch" order option where the unit advances to the waypoint and then assumes a "defend" order, Yes you can advance to a position and then add a second defend order, but that burns two waypoints.
5. Timing to activate a waypoint? So when the waypoint is set up have a time for it to become active. ( examples +00:20 minutes from scenario start or an explicit HH:MM hours ) IMHO This would help players set up Phase lines and thus not have to go back and activate an entire phase line for several battalions!
So just some thoughts/observations, "you may fire when ready Gridley!"