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Disengage and fall back

 
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Disengage and fall back - 12/20/2017 7:37:03 PM   
neuromancer


Posts: 534
Joined: 5/30/2002
From: Canada
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Starting one of the campaigns, the Russians charging in, I positioned a battalion of tanks and infantry in a city to blunt the offensive and delay the enemy advance in that area. They do beautifully, the Abrams score heavy losses as the Soviets advance, and then the infantry tie up the unsupported T80s when they enter the city. Good job guys, but you're starting to take losses, time to get out of there. Disengage and fall back.

Guys? Guys? I said 'disengage and fall back'! Hello?

All of the Abrams, the Bradleys assigned to the infantry, and the infantry sections all fight to the death. Very brave and heroic, but not very smart. I get the infantry command section, a couple Air Defense units, and one platoon of M2 Bradleys out, but that's it.

They had screen orders, but nope, they barely fall back. I gave them orders to deliberate move away. Nope, the stick it out.

I may be missing something, but I would like a Disengage and Fall Back command. Break contact with the enemy, use cover, move as fast as possible away from the enemy. It probably wouldn't help a tank much (for some reason, 60 tons of steel is hard to hide), but at least it should give a slightly improved chance of retreat. And unmounted infantry should be able to gain significant benefit, especially in built up terrain when there is no opposing infantry nearby.

I had assumed that was what the screening order would do, fire on the enemy until they start to get close, then start to fall back, perhaps harassing the enemy as you do so.

That would be a good command too. Harrass. Probably best for infantry and helicopters. Don't get stuck in, just through some lead at the enemy, make them go to cover, then get out of Dodge. Even AFVs can do 'shoot and scoot', take a few shots, then evacuate position and relocate before the world falls on you.

Just my thoughts.
Post #: 1
RE: Disengage and fall back - 12/20/2017 10:29:50 PM   
CapnDarwin


Posts: 6986
Joined: 2/12/2005
From: Newark, OH
Status: online
A better setup for both orders and timing is coming for Southern Storm and that should fix some of those issues. The enemy can close or pop up at close ranges and even with a "quick" order to Withdrawal they can get closed on or overrun.

With Red Storm, you have to take the orders delay into account in your planning in order to get units out of a jam. Units with screen orders, depending on the type, will fall back under fire or pressure. Usually the tougher the unit (tanks) the more likely they are to hang around.

_____________________________

We are working hard on Southern Storm!

Cap'n Darwin aka Jim Snyder
On Target Simulations

(in reply to neuromancer)
Post #: 2
RE: Disengage and fall back - 12/21/2017 9:55:01 AM   
HeinzBaby


Posts: 54
Joined: 12/1/2014
From: WEST AUSTRALIA
Status: offline
I'm guessing that no Unit will want break contact whilst they have suppressive fire and LOS on them.
try Smoking the area to break LOS when you 'withdraw'. and real time Coms are a bitch. (delay factor.. lol)
Once my Units are in place, they will die to the last... or survive Heroically.

_____________________________

Heia Safari

(in reply to CapnDarwin)
Post #: 3
RE: Disengage and fall back - 1/11/2018 10:06:35 PM   
neuromancer


Posts: 534
Joined: 5/30/2002
From: Canada
Status: offline
quote:

ORIGINAL: HeinzBaby
Once my Units are in place, they will die to the last... or survive Heroically.


Seems to be the way of it, that is for sure.

The smoke to help them withdraw is a good suggestion, will have to remember that. I think that was commented on in the old Steel panthers series, remember to use your damn smoke! But again the delay makes it more difficult.

(in reply to HeinzBaby)
Post #: 4
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