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FPC:RS Tactics - 10/9/2013 5:46:35 PM   
Mad Russian


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Here is where we can discuss what works in FPC:RS and what doesn't.

What's a good idea and what isn't.

What do all the factors mean?

How does the AI fight?

Good Hunting.

MR



< Message edited by Mad Russian -- 10/9/2013 5:49:01 PM >


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RE: FPC:RS Tactics - 10/9/2013 5:48:22 PM   
Mad Russian


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Unit types (middle factor bottom):

L - Leg
T - Tracked
W - Wheeled

Tactical Formation (right factor bottom):

A - Assault
H - Hold
M - Moving
O - Open Orders/Free to fire at opportunity targets
S - Screen


Large sized Soviet units are usually HQ's. The same can often be said for NATO units. These are prime targets for artillery.

Good Hunting.

MR





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< Message edited by Mad Russian -- 10/9/2013 5:58:16 PM >


_____________________________

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.

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RE: FPC:RS Tactics - 10/9/2013 5:53:16 PM   
Mad Russian


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When playing with the Full Fog of War, put simply, the AI will lie to you about the number of units in a spotted enemy formation.


Don't go by what the AI is telling you is in an enemy unit!

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.

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RE: FPC:RS Tactics - 10/9/2013 5:59:02 PM   
Mad Russian


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Lose enough of your transportation and your units become leg units. Right before your very eyes!

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/9/2013 6:00:49 PM   
Mad Russian


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Artillery have limited numbers of specialty rounds, smoke mines, etc. Chose how you fire them wisely.

The friendly AI won't fire those rounds it's been left up to the player to use them how you want.

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/10/2013 1:00:35 PM   
Mad Russian


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Engineering functions:

Blow a Bridge - takes 30 minutes of preparation time. Unit will respond to enemy units with a Hold order.

Clear mines/obstacles - takes 30 minutes to clear. Mines will attack all enemy units that enter them until cleared. If a friendly unit enters a mine/obstacle hex it is cleared immediately.

Units forced to pull back that are against a river will build a bridge/use amphibious movement to cross.

If you are on defense the single most important thing you can do for the defense is to blow every bridge in the path of the offensive units. Blowing the bridges can get to be a timing issue. When to blow them to restrict enemy units. If you trap your forces on the far side of the river they can create another bridge to get back but the AI will find it as soon as you build it.

Good Hunting.

MR

< Message edited by Mad Russian -- 10/11/2013 1:51:45 PM >


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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: FPC:RS Tactics - 10/10/2013 1:04:03 PM   
Mad Russian


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Bridging specifics.

You can tell any unit in the game to either build, or blow, a bridge.

You can give a unit a movement order that contains a path across a water obstacle and it will bridge, or use amphibious movement, to cross the water obstacle. This is not the same as giving a unit an order to build a bridge. IF all units are amphibious capable no bridge will be created at that location when they cross. If there is a single sub-element in the units crossing, that is not amphibious capable, a bridge will be created.


This lesson has been learned the hard way!!!!!


Good Hunting.

MR

< Message edited by Mad Russian -- 10/10/2013 1:06:30 PM >


_____________________________

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.

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RE: FPC:RS Tactics - 10/10/2013 9:35:12 PM   
jnpoint


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Will there be any help or guidance to get anywhere, what good tactics are in a modern war anno 1980's?
I mostly play ww2 games - so what differences are important to know, if I want to win once in a while in this game?

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RE: FPC:RS Tactics - 10/11/2013 1:38:01 AM   
Mad Russian


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The difference between WWII tactics and modern tactics is basically distance and speed. Modern tactics have units engaging at much longer ranges if they can.

Overwatch, layered kill zones, etc. are very important in modern combat.

Artillery has much more capability. Check your artillery units to see what weapons systems they can deploy.

Smoke works very well to blind Soviet units and NATO units before a certain time period.

Things happen quick on the modern battlefield. Good Planning is the key to winning most engagements. Getting to and holding key terrain is the basis for you winning more times than you lose.

Good Hunting.

MR

< Message edited by Mad Russian -- 10/11/2013 1:47:28 PM >


_____________________________

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.

(in reply to jnpoint)
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RE: FPC:RS Tactics - 10/11/2013 1:45:41 PM   
Mad Russian


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quote:

ORIGINAL: Capn Darwin

Good hot tip of the day: thermal sights can be degraded in effective range by both weather (rain) and time of day (dawn and dusk).


Brought this over to this thread.

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/11/2013 5:13:16 PM   
Mad Russian


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Multiple Rocket Launchers (MRL) can fire either at a single hex or in a scattered pattern.

The single hex impact is tremendously damaging to those that are in that hex.

The scattered pattern hits a central hex and all adjacent hexes. While not as physically damaging to any one single hex it can cause havoc to a concentration of enemy units.

Artillery as a whole brings down the morale and readiness of a unit. Any location that is pounded by artillery, MRL or CAS will defend with less effectiveness because of the fire being directed at them.

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/12/2013 5:20:46 PM   
Mad Russian


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You can turn the Fire Direction Control Center (FDCC) on and off during game resolution. This is the only thing that can be changed during game turn resolution.

To turn the FSCC on and simply check, or uncheck the "Allow staff FSCC control" tab.






If I have a shot that I REALLY want to go through I turn off the FDCC until after it hits then I let them have control again.

Good Hunting.

MR

Attachment (1)

< Message edited by Mad Russian -- 10/12/2013 5:22:34 PM >


_____________________________

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/12/2013 11:51:39 PM   
Mad Russian


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Lets talk Combat Engineers for a moment.

* Their actions in the game are very abstracted. This is on the list to improve in future versions of the game.
* Their on board presence comes in three versions; bridges, obstacles and mines.
* Bridges can be built with an order by any unit occupying a hex adjacent to a water hexside. They can also be built by a unit that has no amphibious capability given a movement order to cross a water obstacle. Bridges take 30 minutes to build.
* Mines are place either in the scenario editor or through artillery capable missions during the game. The artillery only has a limited number of them so fire those missions with care. Minefields take 30 minutes to clear.
* Obstacles are the rest of the CE's mixed bag of tricks. Abatis, antitank ditches, log cribs, road craters etc... They also take 30 minutes to clear.

To clear an engineer obstacle a unit must move onto it and sit there for a full 30 minutes. If that unit is killed at 29 minutes the next unit sent to clear the obstacle will have to start clearing it with the full 30 minute clearance penalty.

A couple of not so nice uses of combat engineers is to stack obstacles and mines in belts. Each one takes 30 minutes to clear. A two obstacle belt takes an hour to clear, and so on. Keep that in mind both for game play and when building scenarios.

An artillery delivered minefield that lands on a land unit will attack it with a minefield attack immediately.

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/14/2013 1:14:21 AM   
henri51


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A major difference between modern (80's) warfare and WW2 is that in WW2, units were much less motorized. For example, the majority of German units in WW2 were never motorized, and a lot of horses were used to haul stuff around. The US was more motorized, especially at the end of the war.A consequence is that modern warfare is faster. German paratroopers were never used after the debacle at Crete, and although the US used paratroopers at Market Garden and D-day, the British never reconstituted the 1st Airborne Brigade after Market Garden.

Soviet doctrine in WW2 (especially in the first couple of years) was to not bypass German strong points, which decreased Soviet mobility. However the Soviets were masters of deception and sometimes managed to hide whole armies from the Germans(the Germans never saw the Stalingrad envelopment coming). Since there were no major East-West large scale battles in the 80's it is difficult to say how the respective doctrines would have mde out, but it is clear that in the area of the game, the US doctrine was that they would not hold out against the Soviets without using nuclear weapons.

And of course there is modern guerilla warfare. The Soviets were kicked out of Afghanistan by the bunch of Ben Laden and his gang, a Frankenstein monster armed and trained by the Americans who would come back to bite them in the butt.

< Message edited by henri51 -- 10/14/2013 1:19:38 AM >

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RE: FPC:RS Tactics - 10/14/2013 5:05:46 AM   
Mad Russian


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quote:

ORIGINAL: henri51

Since there were no major East-West large scale battles in the 80's it is difficult to say how the respective doctrines would have mde out, but it is clear that in the area of the game, the US doctrine was that they would not hold out against the Soviets without using nuclear weapons.



At least in the context of the amount of surprise and the depth of damage that surprise did to NATO's logistical support. Including the Reforger units and the "10 Divisions in 10 Days" plan. When that all goes out the window then battlefield nukes are back on the table as an option. IMO.

Good Hunting.

MR


< Message edited by Mad Russian -- 10/14/2013 5:06:50 AM >


_____________________________

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.

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RE: FPC:RS Tactics - 10/15/2013 3:54:36 AM   
Mad Russian


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Use your artillery delivered mines to attack units directly, by firing the mines onto an enemy unit, channel forces away from an area, create a kill zone - to stop movement for units in front of your defending forces.

It can be applied as a battering ram was well, as in this screen shot.

Good Hunting.

MR




Attachment (1)

< Message edited by Mad Russian -- 10/15/2013 3:57:19 AM >


_____________________________

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.

(in reply to Mad Russian)
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RE: FPC:RS Tactics - 10/15/2013 6:10:24 AM   
MikeAP

 

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Can you expand on the clearance of mine fields.

Playing the tutorial as the Soviets, I was shocked when my lead forces struck a mine field. My recon never spotted it... Very surprising.

How does one clear mines? My unit seemed to have cleared it in typical Soviet fashion on having their worst tank crews drive over the mines. Does'clearing' result in casualties?

< Message edited by MikeAP -- 10/15/2013 6:11:38 AM >

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RE: FPC:RS Tactics - 10/15/2013 12:49:35 PM   
Mad Russian


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At the moment, there is an abstraction in mine clearing, as in all combat engineer functions, that it takes 30 minutes to clear a field. The minefield will attack anything that moves on it before the 30 minutes is up. If the unit doing the clearing is killed or moves away before the field is cleared the next unit must spend the entire 30 minute penalty to clear it.

In the not too distant future combat engineering functions will get a complete overhaul. There was just so much time available to us to get the game to a state where we could let gamers play. There is an unlimited time frame that we can improve on the game engine and mechanics. We decided to let you guys have the game now and work on improvements as we go. The combat engineers are one of the items put for the improvements list for the near 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.

(in reply to MikeAP)
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RE: FPC:RS Tactics - 10/15/2013 2:50:07 PM   
jnpoint


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quote:

ORIGINAL: Mad Russian

In the not too distant future combat engineering functions will get a complete overhaul. There was just so much time available to us to get the game to a state where we could let gamers play. There is an unlimited time frame that we can improve on the game engine and mechanics. We decided to let you guys have the game now and work on improvements as we go. The combat engineers are one of the items put for the improvements list for the near future.

Good Hunting.

MR


Wow, that sounds exiting. I don't know what you will do, but for me more options is more fun

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RE: FPC:RS Tactics - 10/16/2013 3:21:52 AM   
Mad Russian


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Here is a quote in another thread that belongs here in the Tactics thread:

"Again in general terms. Thermal sights see through smoke and at night like daytime (the current visibility range). Weather does degrade the sight ranges X% (I'll have to dig it later). Thermal inversion at dawn and dusk reduced it about 50% of the current conditions. Best way to see the range they can see is to use the LOS tool and note the time of day and weather changes. At some point down the road I'll have time to get more in depth with some of the numbers. There is a thread called Under the Hood that talks to some of this."

You should pay close attention to this comment:
Thermal inversion at dawn and dusk reduced it about 50% of the current conditions.

Early morning, or evening attacks, are generally less costly to the Soviets. For a short time period of the scenario. It pays to watch the time of day.

Good Hunting.

MR


< Message edited by Mad Russian -- 10/16/2013 3:22:59 AM >


_____________________________

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.

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RE: FPC:RS Tactics - 10/16/2013 8:07:55 AM   
Vyshka


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Pay attention to the weather. :) Was replaying the tutorial and didn't notice that visibility was down to 1500m until after my tanks failed to notice the road obstacle being breached, and failed to engage tanks coming out of the woods to attack the infantry holding the town. Still ended up with a contested result, with the Soviets holding most of the town, but the 12th Guards Tank just 28% operational. A neat thing that I saw in this play through was the staff actually calling in a broken arrow fire mission, as some tanks and bmps rolled on top of one of infantry platoons holding the se victory location. They wiped the poor infantry though with the barrage.

< Message edited by Vyshka -- 10/16/2013 8:12:12 AM >


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