Werewolf Posted November 26, 2015 Share Posted November 26, 2015 See subject - think Question.I'd like to setup a classic mechanized infantry platoon assault tactic. The most simple version taught back in the 70's.The platoon vehicles with squads mounted move at high speed to the drop off point. Infantry disembarks and assault immediately continues with the walking grunts beside or slightly behind the the platoon vehicles moving to the objective.If tanks are available (what I was in) then we were always a bit ahead of the infantry vehicles and walking grunts. Practiced this multiple times at Grafenwoehr.Unfortunately I can't seem to get that to work in SB Pro 3.I setup an assault route for the platoon with infantry mounted. At the dismount point I create another assault route leading to the objective.I've tried ordering the infantry to dismount at the dismount point (the waypoint) but the grunts won't walk/run forward with their mounts when the vehicles move out. I've tried ordering the infantry to dismount on the route. That doesn't work either.For a human player - no big deal. Once the infantry is dismounted just give the units their own assault routes and continue on.But for an AI controlled unit it's a no go.I seem to remember in SB1 all it took was switching to an engage order and slow speed and the infantry would auto move with the vehicles. Doesn't work with SB3.So what am I doing wrong? How do I make the infantry dismount and assault with their mounts? Or is it just not possible? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted November 26, 2015 Share Posted November 26, 2015 (edited) Short version:Used to work but this linkage was lost in a recent update.So previously you had dismounts linked to vehicles so what you experienced in SB 1 and up to SB 2.x would work.The down side was that dismounts from destroyed vehicle A would not load into empty vehicle B and you couldn’t change the passenger type.Now you can pick up stragglers and have different types of passengers, but that “simple” option of giving the unit a set command and both the vehicle and passengers following it, went away.So its now more complex with you needing to give vehicles and dismounts routes at the dismount point.“Infantry improvements” are flagged for the next upgrade - if some overall fix where the earlier combined control is regained while still retaining the current flexibility, is included in that - we’ll just have to wait and see.There are a few threads on “mechanised Infantry”, “dismounts”, and similar titles, that might help with the background.For example:http://www.steelbeasts.com/sbforums/showthread.php?t=22001Long version:I’ll try to write something up this weekend. Edited November 27, 2015 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted November 27, 2015 Author Share Posted November 27, 2015 Thanks...Disappointing though.It sounds like what you are saying is that for a human player once the infantry dismounts you just build new routes for them but that the OPFOR cannot be scripted to do what I wanted to do. Is that correct or did I miss something? 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted November 27, 2015 Share Posted November 27, 2015 I'm pretty sure that you could script what you are looking for, although it would take a lot of work to do it. I'm thinking you could use multiple thin regions and then have your vehicles move using references for when the infantry reaches the various regions. That way the infantry would always be in front of their PC's. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted November 27, 2015 Share Posted November 27, 2015 (edited) Thanks...Disappointing though.It sounds like what you are saying is that for a human player once the infantry dismounts you just build new routes for them but that the OPFOR cannot be scripted to do what I wanted to do. Is that correct or did I miss something?You need to either:1. Lock in the dismount location and script one assault from there, or2. Plot multiple regions/conditions/events and have masses of "dismount if ..." type commands and subsequent assault commands. Edited November 27, 2015 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
rump Posted November 27, 2015 Share Posted November 27, 2015 Here's a small demo mission I created a while ago that demos the new troop behaviour in 3.x.It's not an assault, but if you look at wp6 you'll get the idea.http://www.steelbeasts.com/plugins/p13_download_manager/getfile.php?categoryid=5&p13_sectionid=24&p13_fileid=2416&p13_versionid=6564Regards,Rump 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted April 12, 2016 Share Posted April 12, 2016 I guess its been fixed hey, when i give a PC an engage/assault route with a troops dismount order on the waypoint, and an engage/assault route from there, the inf dismounts and continues (will move in front of PC if route is 'slow' ) ie; order chain is: engage/troops dismount/engage slow 0 Quote Link to comment Share on other sites More sharing options...
Lumituisku Posted April 12, 2016 Share Posted April 12, 2016 Confirmed. Its been fixed. Thought a weird thing is that if tactics are Assault or Engage (while route speed is slow) - Once stamina on infantry runs out, A squad continues crawling (proceeds very slowly) and B squad continues walking (aprox 5 times faster than A squad.) 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 12, 2016 Members Share Posted April 12, 2016 Good point. And maybe not so easy to fix, I'm afraid. But maybe we're lucky. 0 Quote Link to comment Share on other sites More sharing options...
Lumituisku Posted April 13, 2016 Share Posted April 13, 2016 Well... Good thing is that when there is enemy sighted infantry will dug down and crawl anyway. Thus likely to stay still on firefigth and when ifv is clearing hot targets. Gaining some stamina. And aren't engage and assault used when enemy is known to be around. So hopefully this is just cosmetic problem for now. Other weird things are that if I remember correctly all infantry move along route... Towards waypoint. - meaning that in the end all infantry of a platoon ends up one huge pile at exactly where waypoint is. If distance is far enough. Unless that is fixed as well. Not sure if it was ever reported. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 13, 2016 Share Posted April 13, 2016 Well if you dismount the infantry you usually get two fire teams/ bricks/ squads per vehicle so four vehicles = eight dismounts. You can give each of them a distinct route so unless you plot them to converge on one waypoint they should stay apart. 0 Quote Link to comment Share on other sites More sharing options...
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