Welcome to The Few Good Men

Thanks for visiting our club and having a look around, there is a lot to see. Why not consider becoming a member?

Flashpoint Campaigns - Red Storm Player's Edition

That is correct. Really, the only thing I understood was HEAT - High Explosive Anti-Tank and TOW - Tube-launched Optically-tracked Wire-guided.
For 90% of the game that is all you really need to know. Arty has a bunch of acronyms and the manual has a listing - but who reads the manual!
But, yeah, I'd like to be able to click the weapons in the Sub-Unit Inspector and get a flyout giving a blurb on the weapon's characteristics.
I guess if you really got into the game and wanted to be the Meat Grinder/ETR of FC:RS you would eventually learn all this stuff.

PS HEAT was used in WW2
 
Last edited by a moderator:
If I have understood the devs intentions (they are working on the next game in the series "Southern Storm") is that the information in the subunit inspector will receive an update so as to explain equipment and munitions more in detail for those who are not that familiar with modern battle units.

Have you seen anything in the last few months with an indicative time frame of Southern Storms's ETA (originally it was to be late 2016..)? I've only seen teasers ('we're workin on it!') in various media locations, but nothing substantive.
 
Difficult to get any solid information on Southern Storm, obviously been delayed. Think this is going to be an important build for the developers and they appear to be a relatively small team. From SS there has been some talk of moving into WW2.

I know for the WW2 grognard the thought of delving into the 1980's Cold War swamp of acronyms can be a little daunting. It is not as bad as you might think! As you would be aware I have been using the Eyes, Ears and Teeth (EET) scenario to cut my teeth in the game. I have made a pdf of the NATO roster and you will see it is not a giant leap from WW2 - primary difference being the introduction of TV/wired/laser guided munitions. EET NATO Roster
 
Have you seen anything in the last few months with an indicative time frame of Southern Storms's ETA (originally it was to be late 2016..)? I've only seen teasers ('we're workin on it!') in various media locations, but nothing substantive.
Haven't been active on their forum in a while but like @Lethal said it is an important release. Apart from doing WWII they are thinking of other Cold War stuff like "Northern Storm" taking place in Sweden (yay!), Norway, Finland, northern Soviet Union etc.
 
Difficult to get any solid information on Southern Storm, obviously been delayed. Think this is going to be an important build for the developers and they appear to be a relatively small team. From SS there has been some talk of moving into WW2.

I know for the WW2 grognard the thought of delving into the 1980's Cold War swamp of acronyms can be a little daunting. It is not as bad as you might think! As you would be aware I have been using the Eyes, Ears and Teeth (EET) scenario to cut my teeth in the game. I have made a pdf of the NATO roster and you will see it is not a giant leap from WW2 - primary difference being the introduction of TV/wired/laser guided munitions. EET NATO Roster
Thanks for the pdf summary :)
 
Quite enjoying this, partly because the actual setup and orders per turn dont require much time/planning, unlike the massive commitment required for a Combat Mission setup or PBEM turn. I am trying to juggle a toddler and infant in RL, so....

After playing the tutorial 3 times to understand all the nuances I could, jumped into Time to Dance as NATO. First attempt I aborted 1 hour in, after forgetting to use Screen for my recce elements, and using my tanks in a foward deployed position, with predictable results in the face of the red tidal wave...

Second attempt resulted in a satisfying contested result (52 or 54% VPs) using the full 8 hours, with my humvee scouts darting in from the enemy's rear to retake some VPs. Felt a bit gamey TBH...

Afterwards it dawned on me - I'd totally forgorten I could blow bridges, and if you start in a bridge hex at game setup, its instant!! And this scenario is all aboit a series of bridge VPs....

Third game was a decisive victory..! It allowed me to delay their tanks, handle their recce and mechanised units in small packets, and then focus on the delayed tanks.

Looking forward to the next scenario!
 
Good point Gnarly. It does not have as much demand on the player per turn as CM, even the larger scenarios should not be too demanding.

As mentioned elsewhere FP:RS has an asymmetric time cycle. And just to confound the issue a bit more the units are effected by order delay.

panels.jpg


The above panel can be placed on the left or right side of the map view. The upper panel provides the time, length of current time cycle (13 mins), time elapsed and remaining of current cycle and weather/visabillity.
The next panel (the notebook) has the C3 (Command and Control) tab selected. At the top of this panel is the Local EW Hindrance, which in this case is High. This will add 33% to the base cost it takes a unit to respond to a HQ. The average order delay is from 5-10 minutes but can range between 2 and 60 minutes (game time). Currently the command cycle (chance for the player to issue commands) is 13 minutes for NATO and 29 minutes for the Warsaw Pact. Note how the WP started with a standard delay of 21 minutes and in turn 3 this has moved out to 29 minutes. This is caused by the fog of war, EW and the destruction of HQ units. At the 46 min mark of the battle, the WP only had two opportunities to issue commands whereas the NATO commander had four.

Order Delay

If a unit is performing the same order as in the previous command cycle the base delay is 2 mins - eg a unit is moving using the Move - Deliberate command which is current (still moving) at the commencement of the current command cycle. If the player alters the destination of the Move - Deliberate command a delay of 2 mins is incurred so the unit can orient itself to the new destination.
A unit being rested/resupplied has a base delay of 10 mins before being able to Move again.
A unit that is Dug-In has a base delay of 5 minutes before it is allowed to move.
Not moving to moving - base delay 5 mins.
Under fire - 50% increase on base cost of the command.
Assault command - cannot be less than 30 mins.

Added to the base cost of commands is the unit's Readiness condition. A fatigued unit like the 1/A/2nd Sqdn Abrams (53%) will respond much slower than a fresh unit. A unit may not be destroyed by artillery or combat but will certainly have its Readiness damaged.
 
Thanks @Gnarly for bringing my attention to this game which I was not aware of... shame on me !
I will have a look at it ! No French troops ? Weird.... France was already a NATO member (as far as the conventional forces were concerned at least)
Basically I like every turn-based wargame that give a headache :confused:
 
Thanks @Gnarly for bringing my attention to this game which I was not aware of... shame on me !
I will have a look at it ! No French troops ? Weird.... France was already a NATO member (as far as the conventional forces were concerned at least)
Basically I like every turn-based wargame that give a headache :confused:
I think that French troops will be included in the upcoming Southern Storm game in the series (IIRC), along with Dutch, Poles etc.
 
Good point Gnarly. It does not have as much demand on the player per turn as CM, even the larger scenarios should not be too demanding.

As mentioned elsewhere FP:RS has an asymmetric time cycle. And just to confound the issue a bit more the units are effected by order delay.

panels.jpg


The above panel can be placed on the left or right side of the map view. The upper panel provides the time, length of current time cycle (13 mins), time elapsed and remaining of current cycle and weather/visabillity.
The next panel (the notebook) has the C3 (Command and Control) tab selected. At the top of this panel is the Local EW Hindrance, which in this case is High. This will add 33% to the base cost it takes a unit to respond to a HQ. The average order delay is from 5-10 minutes but can range between 2 and 60 minutes (game time). Currently the command cycle (chance for the player to issue commands) is 13 minutes for NATO and 29 minutes for the Warsaw Pact. Note how the WP started with a standard delay of 21 minutes and in turn 3 this has moved out to 29 minutes. This is caused by the fog of war, EW and the destruction of HQ units. At the 46 min mark of the battle, the WP only had two opportunities to issue commands whereas the NATO commander had four.

Order Delay

If a unit is performing the same order as in the previous command cycle the base delay is 2 mins - eg a unit is moving using the Move - Deliberate command which is current (still moving) at the commencement of the current command cycle. If the player alters the destination of the Move - Deliberate command a delay of 2 mins is incurred so the unit can orient itself to the new destination.
A unit being rested/resupplied has a base delay of 10 mins before being able to Move again.
A unit that is Dug-In has a base delay of 5 minutes before it is allowed to move.
Not moving to moving - base delay 5 mins.
Under fire - 50% increase on base cost of the command.
Assault command - cannot be less than 30 mins.

Added to the base cost of commands is the unit's Readiness condition. A fatigued unit like the 1/A/2nd Sqdn Abrams (53%) will respond much slower than a fresh unit. A unit may not be destroyed by artillery or combat but will certainly have its Readiness damaged.
In addition to this, in some scenarios the EW factor is large with the result that you can only issue a certain amount of orders each time, along with the time intervals.
Regarding order delays, you can also issue delays at certain waypoints in an order, for example to make sure that several units crest a hill at the same time and so on.
 
I should also say, I am playing this with the Limited Staff Rule, which I really like. The radio traffic the HQs generate and the resulting targetted arty on them is really neat if you don't keep them moving. That being said, it is possible to keep a HQ almost endlessly circling, using the same order (feels a little gamey???). Almost need something like a moving HQ's orders will receive an additional delay?

Only rules I have ticked are LOS and ability for Staff Arty orders.
 
At this stage I have only played as NATO, don't have the limited staff rule enforced, Staff Arty and LOS ticked.
The limited staff rule is an interesting topic. Some say it is not more realistic, just harder - particularly for the NATO player. Don't know how the game allocates orders per turn but presume it has something to do with how many units/HQ in your force.
The AI gives you a pretty good game although it does strange things at times - like leading with Tunguska's!

Scenario Description
scenario.jpg
 
Hi FC:RS'ers,

Just played the Pied Piper scenario as NATO. A good fun scenario. Only one percent off decisive victory.

The key is to use your initial units to blow the bridges (yellow circles) and man the fortified hexes (blue circles) with the Leopard 1A with hold commands.
Separates the T80's from the supporting units, which the Leopard 1A can handle. The initial force is near impossible to save but the delay and damage they cause saves the day.

piedpiper.jpg

The map is at the conclusion of the scenario. The Warsaw Pact sustained too many losses to continue. Was impressed that the AI figured out it needed to go via Holtensen, so it will be interesting to see how it performs on larger maps.

I destroyed two of the three bridges to the east of Hameln in case they came charging down there.
 
IMHO it is one of the best war-games out there. Anyone looking for an opponent?
 
Speaking of opponents, anyone out there play Shock force? Thinking about buying it if there's a community out there. Black sea???? too Star Warsish for me.
 
Back
Top