First impressions

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Den Haag
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Joined: Mon Aug 02, 2004 11:01 pm

First impressions

Post by Den Haag »

Hi,

THIS PERHAPS CONTAINS SPOILERS OF THE JOE'S BRIDGE SCENARIO (in case that's a problem)
I've just finished playing the two tutorials and 'Joe's bridge' and have some questions.
1. Joe's bridge seemed straightforward, I didn't get anybody attacking from the south, was I just lucky?
2. I left the infantry battalion defending the objective before the bridge and used my armoured stuff to take over the bridge. Is it generally wise to send your 'cavalary' to take a bridge? Or do you normally send infantry first?
3. When I looked at the final situation it looked like the germans had plenty of forces ('bout double the firepower) they just weren't using them, why is that ? Is that a bit stupid, or was I just lucky and had the fog of war 'bluffed' my way over the bridge?
4. How do you figure out how long a certain order is estimated to take. I know you normally look at the unit-order but some of these give just the full game time. (e.g my armoured battalion had an order to move to a certain spot (say 4km away) and the corresponding unit-order said it would take the full game time. (kept on saying that until they arrived ??).

Anyway looks like an absolutely terrific game. I don't mean to sound arrogant but I had similar ideas myself, (i.e. continuous instead of hexes/pausible real time/nice abstract 'real' look, of course not the brains nor the energy to program all that).
I'm glad this was done, and I hope there will be many more similar games to come.

I'll post a wish list later [:D]
EricGuitarJames
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RE: First impressions

Post by EricGuitarJames »

'Cavalry' to take a bridge? Would depend on the situation - if I was in a rush and was reasonably confident that enemy forces were weak or non-existent then I'd send armour or (more likely) a recce unit with infantry following up to secure the position.

If you set 'waypoints' for a unit then you should be able to click those to give you an idea as to the arrival time. The 'move' order you refer to, was it a 'move' order or a 'defend' order (or similar) since the latter would produce the result you describe.
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Den Haag
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RE: First impressions

Post by Den Haag »

I thought I remembered reading somewhere (not in game manual or something) that sending armoured vehicels across a bridge before securing part of the other side with infantry is a stupid thing to do. Perhaps it was phrased differently. Probably in some context.

It was a move order, I remember looking at the last waypoint, and the corresponding unit-order and that it had a solid arrow as a symbol. Ah well not to worry, perhaps the battalion leader (what rank would that be anyway ?) wasn't sure how much time it would take.
MarkShot
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RE: First impressions

Post by MarkShot »

Bridges are choke points (aside from the fact that they can be VLs and primed too) ... so, I think if you can secure a needed crossing while conducting offensive operations, then you should go for it ... even if that leaves some enemy to your rear. My thinking would be that, it will be easier deal with the enemy to your rear than fighting your way across the bridge when the enemy is already deployed to defend it. Also, you have eliminated the possibility for enemy forces on the near side to be reinforced or to retreat to the far side.
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Arjuna
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RE: First impressions

Post by Arjuna »

Remember that military doctrine is just guidance and as with most things in life depends on the circumstances. So while in general it is best to secure the far side of a crossing first with infantry, there are occassions where pushing your armour across in a bold rush is warranted. Joe's bridge is a case in point. Historically, Joe Vandeleur, commander of the Irish Gds Group found himself in the situation where he had penetrated the main line of resistance and advanced toward the bridge, later to bear his name. The Germans could be seen digging in on the far side. It was getting late in the day and he judged that a determined rush at this stage may take the bridge intact before it could be blown. Waiting to launch a deliberate attack would only see the Germans better prepared.

His decision could have ended in disaster for the Irish Gds Gp but fortune favours the brave. With fire support from the nearby factory on the south bank his tanks charged across destroying the 88 gun emplacements in a barrage of fire. Once across their massed firepower drove the German FJ from their positions and they seized the objective. C'est la guerre!
Dave "Arjuna" O'Connor
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Golf33
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RE: First impressions

Post by Golf33 »

ORIGINAL: Arjuna

His decision could have ended in disaster for the Irish Gds Gp but fortune favours the brave.

Actually, fortune favours the fortunate [;)] and occasionally those with good judgement, as was the case here.

Regards
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