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  #11  
Old November 24th, 2020, 07:11 PM

Karagin Karagin is offline
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Default Re: Old question Issue

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but it happens in far too many battles and scenarios to just be that.
Why do you keep doing it and expecting a different result?
Because it shouldn't be happening, the default shouldn't be to the roads. 30 years in the military and we avoided roads if we could because they were easy to mine or interdict. 3 tours in Iraq proved that to be very true. Same for Afghanistan. Yet in this wargame, which yes I get is a game, it's the opposite, roads are the fastest way to to go, so off go the units. And it's easy to forget that the game does this because logically to me it makes no sense.
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  #12  
Old November 24th, 2020, 07:41 PM
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Default Re: Old question Issue

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but it happens in far too many battles and scenarios to just be that.
Why do you keep doing it and expecting a different result?
Because it shouldn't be happening, the default shouldn't be to the roads. 30 years in the military and we avoided roads if we could because they were easy to mine or interdict. 3 tours in Iraq proved that to be very true. Same for Afghanistan. Yet in this wargame, which yes I get is a game, it's the opposite, roads are the fastest way to to go, so off go the units. And it's easy to forget that the game does this because logically to me it makes no sense.
Well then, think of it this way: why should every unit (especially green or poorly trained units) know to instinctively avoid the roads in a combat situation?
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  #13  
Old November 24th, 2020, 07:45 PM

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Default Re: Old question Issue

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Why do you keep doing it and expecting a different result?
Because it shouldn't be happening, the default shouldn't be to the roads. 30 years in the military and we avoided roads if we could because they were easy to mine or interdict. 3 tours in Iraq proved that to be very true. Same for Afghanistan. Yet in this wargame, which yes I get is a game, it's the opposite, roads are the fastest way to to go, so off go the units. And it's easy to forget that the game does this because logically to me it makes no sense.
Well then, think of it this way: why should every unit (especially green or poorly trained units) know to instinctively avoid the roads in a combat situation?
Define green units? Even untested units have the training and the doctrine is taught to them. Now if your idea of green is the militia or "rebel" groups, then that could be a case for the default, but why would that be for "First or Second" world militaries that would train to avoid areas that would have then under the LOS of their enemies?
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  #14  
Old November 24th, 2020, 08:03 PM
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Suhiir Suhiir is offline
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Default Re: Old question Issue

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Define green units? Even untested units have the training and the doctrine is taught to them. Now if your idea of green is the militia or "rebel" groups, then that could be a case for the default, but why would that be for "First or Second" world militaries that would train to avoid areas that would have then under the LOS of their enemies?
Even 1st world militaries have to teach this, and even then the lesson doesn't always sink in until some incident drives it home. Green troops do the dumbest things. Why 75ish % of combat casualties are green troops/replacements.

Additionally there are time/places where you have to follow a road.
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  #15  
Old November 24th, 2020, 08:08 PM
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Default Re: Old question Issue

It’s a war game, not a simulation. You need to account for that and adjust and only move the unit one or two hexes at a time.

It’s very trivial and a non-issue.
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Old November 24th, 2020, 10:44 PM

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Default Re: Old question Issue

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It’s a war game, not a simulation. You need to account for that and adjust and only move the unit one or two hexes at a time.

It’s very trivial and a non-issue.
Trivial is wanting to double the ranges, or adding more units to OOB totals. But I get it, for some things are great, for others they aren't. And if a two hex movement thing works hey why worry about the issue cause there is a work around. So forget I brought it up.
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  #17  
Old November 25th, 2020, 09:06 AM
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Exclamation Re: Old question Issue

Let's put it this way.....no matter what we do somebody will think a different way is better and for them it might be.... and for others maybe no so much.

We *could* code the game so roads are not considered in a human move and that might make you happy but not someone who is trying to move a convoy of units down a winding road behind the lines and they keep wandering into the weeds.

The "move only one hex at a time in critical situations" has been SOP for (literally) a generation of SP players. In less critical moves you can usually get away with 2-3 at a time but if you suspect you might be observed and could come under fire moving one hex at a time is no different than if you were moving through a forest in RL knowing an ambush is possible. You would not expose yourself and move for an extended amount of time.....same with the game

A further point related to this is map-making.... if you are trying to place a road exactly you DO NOT pick a point far away from your starting point and expect the road to be placed the way you want it to be.( ESPECIALLY if it crosses a stream or river or swamp ) It has to be placed in short sections just as movement needs to be done...less critical placement can be done over greater distances, critical placement had to be done one at a time the same as movement
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Last edited by DRG; November 25th, 2020 at 12:17 PM..
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  #18  
Old November 25th, 2020, 10:55 PM
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Default Re: Old question Issue

As it stands now you use long moves in back/safe areas to let the AI find the shortest route for you.
Combat you go to 3-4 hexes or less if terrain is complex & you want a specific path.
Not only does this mean you can pick your path its a far safer way of detecting surprises like hidden units.

Moving in pairs a few hexes at a time can help to move them both a few hexes then when 1 takes fire the other unit might be in a position to detect the firer.

Also using the above for vehicles at least not entering the last hex (or2) till you have moved a few others can leave you some options in danger areas.

Now when the AI ignored the first couple of vehicles to pass by & opens up on the next you hopefully can move to hide or take a better position with those last MP.
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