GPQ -- reinforcements/terrain

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

Post Reply
User avatar
Deathtreader
Posts: 1057
Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

GPQ -- reinforcements/terrain

Post by Deathtreader »

Hi all,

Does the game currently support variable reinforcements? Or do they always arrive at the same set time in each replay of a scenario?

Also , do changing ground conditions factor in the mobility hindrance ratings? Muddy ground and/or ice and snow would have some impact I think.

If the foregoing are not in effect for the current engine, perhaps they might be considered for Southern Storm.

Just a thought.

Rob.[:)]
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: GPQ -- reinforcements/terrain

Post by Mad Russian »

At the moment the game does not support variable reinforcements. That's something you should expect to see in the future.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Post Reply

Return to “Flashpoint Campaigns Classic”