Tzar007
Posts: 765
Joined: 2/7/2004 From: Montreal, Quebec, Canada Status: offline
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quote:
ORIGINAL: jimcarravallah I'd suggest instead of looking at the game mechanics (BftB isn't "Doom") look at how real troops were used in and real commanders handled night assaults Then construct the plan according to those criteria. Starting with 20-percent fatigue in the dark is as if when the British were performing night bombings on the Reich, they'd assign crews KP duty for the evening meal before ordering them to climb into the bombers to conduct the mission. Yeah, they'd be "fresh enough" to start the mission, but not necessarily effective enough to accomplish it by the time they reached the bombing zone. The developers have made a significant effort to simulate the human and combat unit attributes associated with combat. Otherwise, there wouldn't be attributes like fatigue, suppression status, cohesion, night vs. day line of sight, commander effectiveness, supply status, and the like evaluated as part of the combat success calculations. The "bug" just could be the commander's planning and implementation instead of the software. Thanks for the military lesson jim. The very reason why I'm playing sophisticated wargames such as Command Ops is exactly because I am not interested in Doom-type simulation, as you say. So I am not expecting to be able to do everything I want to do in this game. Perhaps a little bit of context is required: I am playing the First Clash at Veve scenario of Battles for Greece. This starts at 16h00. At around 19h00, you get the the 1st SS Inf Bn of the SS LAH. It's fresh, no fatigue, high morale. I send it out a few kilometers down south and then and order an attack on the Veve village at the entrance of the Kleidi pass at around 23h. Even in real-life and in historical WW2 conditions, this is a very plausible situation and a night attack is entirely possible. You may want to run my saved file and see for yourself: http://www.matrixgames.com/forums/tm.asp?m=3357357&mpage=1 Brindlebane played it and actually found out something weird that I had not noticed it before: the Flak unit seems to be holding off the whole battalion for no specific reason. I don't know if that is a bug or not, but simply removing the unit gets the whole battalion moving again. Strange behaviour.
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