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Can somebody thoroughly explain the all the rules including the optional ones?

Which ones are good to play with?
The ones that make sense to you are the best ones.

as for all the rules they change on who you play find your own set that your happy to play with and against and go with them.
(09-29-2013, 03:45 AM)Infantrysoldier223 Wrote: [ -> ]Can somebody thoroughly explain the all the rules including the optional ones?

Which ones are good to play with?

The most common set of Optional Rules looks like this:

[Image: Op_Rules.jpg]

Indirect Fire By The Map - if checked you can set up your artillery fire out of your LOS (Line of Sight).

Armor Facing Effects - when checked it is very important what side your armor is facing. It is what I was talking you about when you left your T-34s with their rear open to German's direction in our game. Rear armor is very weak. Front armor is the best. So always turn your tanks towards the enemy (pressing Del key)

Extreme Fog of War - when checked you have very minimal information about the enemy.

Command Control - when checked it is important to try keeping your troops (or armor) within command range of their commander. The commander of the company is indicated by a radio:

[Image: radio.jpg]

Too see what range your commander has, select it and press W key.

Extreme Assault - when checked it is much more difficult to perform an effective assault. Even disrupted units can hold the ground for a long time. When unchecked if assaulted units are disrupted it is almost 100% of success. (But remember that there might be an undisrupted unit in the hex which you don't see, and then your assault will fail.)

Variable Visibility - when checked your LOS (area that your unit can see) may change every turn. This option represent changing weather, but almost never used.

Seems like that's all about Optional Rules (please correct me if I miss anything). In ROEs I am not that good and letting others to explain.

cheers
i understand it now
And, there are "personal" ROE that are not hard wired into the game engine.

Examples:
Transports not being allowed to block roads or retreat routes when a unit is surrounded.
Commanders assaulting only when stacked with combat units.
Ground attack, on map, aircraft cannot be used to "take/capture" a victory hex or linger to spot into the enemy rear areas.

Most "added" ROE cover "realistic" play over simply what the game allows you to do.
You'll know you will need personal ROE when you see "cheesy" play. Cheesy play can involve trucks and half tracks moving back and forth in front of your units to draw opt fire, so that your opponent can then move in their combat units unscathed. Or, during an assault your opponent could not completely surround your unit to capture it, so they drive trucks around to a hex that would cause a surround. Etc.

Cheers6

HSL
(09-29-2013, 04:53 AM)Skryabin Wrote: [ -> ]
(09-29-2013, 03:45 AM)Infantrysoldier223 Wrote: [ -> ]Can somebody thoroughly explain the all the rules including the optional ones?

Which ones are good to play with?

The most common set of Optional Rules looks like this:

[Image: Op_Rules.jpg]

Indirect Fire By The Map - if checked you can set up your artillery fire out of your LOS (Line of Sight).

Armor Facing Effects - when checked it is very important what side your armor is facing. It is what I was talking you about when you left your T-34s with their rear open to German's direction in our game. Rear armor is very weak. Front armor is the best. So always turn your tanks towards the enemy (pressing Del key)

Extreme Fog of War - when checked you have very minimal information about the enemy.

Command Control - when checked it is important to try keeping your troops (or armor) within command range of their commander. The commander of the company is indicated by a radio:

[Image: radio.jpg]

Too see what range your commander has, select it and press W key.

Extreme Assault - when checked it is much more difficult to perform an effective assault. Even disrupted units can hold the ground for a long time. When unchecked if assaulted units are disrupted it is almost 100% of success. (But remember that there might be an undisrupted unit in the hex which you don't see, and then your assault will fail.)

Variable Visibility - when checked your LOS (area that your unit can see) may change every turn. This option represent changing weather, but almost never used.

Seems like that's all about Optional Rules (please correct me if I miss anything). In ROEs I am not that good and letting others to explain.

cheers

Well this is the version for the Mädels or "arcade mode". Real soldiers would play with Extreme Assault on. Big Grin2
(10-01-2013, 07:23 AM)Huib Versloot Wrote: [ -> ]Well this is the version for the Mädels or "arcade mode". Real soldiers would play with Extreme Assault on. Big Grin2

And what about VV? Real soldiers would play with it also? Desert2
(10-01-2013, 07:23 AM)Huib Versloot Wrote: [ -> ]Well this is the version for the Mädels or "arcade mode". Real soldiers would play with Extreme Assault on. Big Grin2

Yes. To those who wanted to ruin the game, it would. And did. Whistle

HSL

(10-01-2013, 08:05 AM)Skryabin Wrote: [ -> ]And what about VV? Real soldiers would play with it also? Desert2

Variable Visibility should be removed from the game engine. It does not make any sense to those who like "the arcade" or the "realistic" versions. (at least to those who would admit it.) Farmer

Toast

HSL
Instead of VV, we could perhaps have a slider that can be tweaked - before starting the game - as how likely it is to have enemy units in LOS become visible in the map... Some sort of a modifier to current LOS calculations, that is. That could be fun!
I agree with Huib........EA makes the game much more interesting at least in the large scenarios which are the only ones I play......in fact I will rarely play without it as I find the old disrupt, surround, and automatically win the assault extremely boring. Everyone complains about weak disrupted units holding out against assaults.......how come no one complains about a 6 sp disrupted engineer unit disappearing because it was surrounded by halftracks etc and hit with a 3 sp infantry unit......seems like the complaints should go both ways..........just sayin :-)

As for VV it would work if it only changed on the first part of a turn...........unfortunately the way it is set now it changes in the middle of a turn which is neither realistic nor for real soldiers :-)

VE
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