That looks pretty good.....
On sale, you say?
On sale, you say?
That is correct. Really, the only thing I understood was High Explosive.
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.
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.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.
Thanks for the pdf summaryDifficult 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
I think that French troops will be included in the upcoming Southern Storm game in the series (IIRC), along with Dutch, Poles etc.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
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.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.
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.
Come on @rocketman !! French troops do not come along with other European armies.... they stand alone right in the middle of the battlefield, yes Sir !!I think that French troops will be included in the upcoming Southern Storm game in the series (IIRC), along with Dutch, Poles etc.