Vasquez
23.08.2006, 20:32
Habe für das OKW ein Fallback Guide geschrieben. Hier isses:
TeH Fallback
A fallback takes two minutes to begin, once the order is placed. Two system messages will appear to all players (whereever they are).
After the first message the axis players are still able two spawn into the town (if supply is still avaiable).
A white flag icon appears on the map, visible to all players, to show that the town is in fallback status.
With the second System message (two minutes later) the order is executed.
This means the KG will move back to a friendly town (with the effect that the supply in the AB disappears, trickling to nearby friendly Abs (and thus to the fire bases)).
The AB in the "fallbackcity" changes ownership to the enemy (but they can NOT spawn in the town as well until they own it completely and move a brigade in), and all friendly fire bases are activated, even if the enemy fire bases are also active. The AB Bunker table will be up after 20 minutes.
Executing a fallback prevents you from executing a Hold At All Costs order in that same town for thirty minutes.
The requirements for a fallback
From the axis point of view:
1. The enemy has a AO placed on the town
2. The town is contested (one+ CPs allied)
3. No Hold at all cost (HAAC) order was given
4. The requesting officer must be in the town to request the fallback
When is a Fallback successfull?
The Fallback is successfull if the whole town (including the AB) is secured again.
It is VERY important to capp all CPs before the AB is capped.
If you stick to the right sequence the enemy AO will be dropped by the system and a new timer for the table is needed if the enemy decide to AO the town again.
If the AB is capped before the last CP is secured the enemy AO will stay on the town with the negative effect that the tables are still up.
Result of a Successfull Fallback
Following the regular capture rules a NEW and COMPLETE Supplylist will start to arrive after 15 Minutes (The Supply renewing process is completed after around 40 Minutes).
What to do if the enemy orders a fallback
First goal is to press for the CPs.
Dont worry about the AB Bunker or if the enemy still has guards inside the AB Bunker or not. The AB Flag is anyway in our hands and if we can get all CPs we own the town (and can clear the Bunker afterward).
Intercept the enemy if possible. They will send MSPs and Tanks from their new opened FBs.
If we can blow the newly gained enemy fb's we ensure a failed enemy fallback attempt. Also it should be part of the original battle plan to set interdiction should the enemy try a fallback attempt. (Those same interdiction units can stop flow of supply to the original attack in the first place).
If we fail to deny the enemy a fallback try to get a decent FB defence up to delay them if they want to counter against our towns with a fresh supply list.
What to keep in mind for a own Fallback
Secure the CPs. Dont worry to much about the Bunker. Keep a minimal Bunker guard inside. If the enemy is doing it right (see above) they will all head to the CPs.
If it is possible prepare a Fallback before launching:
Organize MSP Drivers or (even better) get a overview if its possible to get already a MSPs up to the town. Placing MSPs after the Fallback is ordered can be tricky. Enemy Aircraft will try to intercept our MSPs as soon as they are aware of the executed Fallback. Even if there are no FB's from a friendly town, you can still bring in MSPs from linked CP's.
As well destroying the enemy fb's prior to our fallbacks attempts increase our odds in a successful fallback of our own. Preparation for this can be done but we usually have no sappers nor any panzers left when needed for this job (Gliders are the key here.)
Dont expect the average Playerbase do know what Fallback means.
If you want to order a fallback announce this every 1 minute in the target channel. If you dont do so someone will capp the enemy CP back and uncontest the town.
Once the Fallback is running continue with the announcements that
1. CPs have to be secured and
2. the AB Bunker has only to be capped if we own all CPs.
Even if you do all this you will often enough have people "ruin" the Fallback cause they are capping CPs/ABs incorrectly. Whatever you do, be calm and try your best to prevent the Axis folk to lynch this unlucky fellow.
If possible try to get in touch with the player in question afterward and explain him roughly how Fallback works. This will help the next time ;-)
General thoughts
Fallback can be a mighty tool. It can renew a depleted spawnlist in a relatively short period of time. Learn the system, watch the OKW veterans and get a feeling for it. Experienced officers can smell when a fallback has good chances.
More vital however is to prevent the enemy from having successfull fallbacks.
One reason why there should be always at least one OKW officer placed as OIC in every attack is to have also a observer in the town to close the AO in time after the attack is stalled and repelled.
"Cheap" fallbacks are very popular on both sides (ordering a Fallback after the enemy attack is repelled if the enemy still own a CP or a single soldier capps a table before the AO was pulled).
Fallback mistakes and myths:
You do not need an AO to recap the town in Fallback state.
Pulling the AO on a town in Fallback does not remove the fallback once it has started, it just finishes the fallback faster. Sometimes it is a good idea to pull the AO, to stop the supply drain. But know that when the AO is pulled, they will get full resupply soon.
Final Notes:
A lot stuff regarding the Fallback and his effects will change as soon as ToE (Table of Equippment) will be included into the game.
TeH Fallback
A fallback takes two minutes to begin, once the order is placed. Two system messages will appear to all players (whereever they are).
After the first message the axis players are still able two spawn into the town (if supply is still avaiable).
A white flag icon appears on the map, visible to all players, to show that the town is in fallback status.
With the second System message (two minutes later) the order is executed.
This means the KG will move back to a friendly town (with the effect that the supply in the AB disappears, trickling to nearby friendly Abs (and thus to the fire bases)).
The AB in the "fallbackcity" changes ownership to the enemy (but they can NOT spawn in the town as well until they own it completely and move a brigade in), and all friendly fire bases are activated, even if the enemy fire bases are also active. The AB Bunker table will be up after 20 minutes.
Executing a fallback prevents you from executing a Hold At All Costs order in that same town for thirty minutes.
The requirements for a fallback
From the axis point of view:
1. The enemy has a AO placed on the town
2. The town is contested (one+ CPs allied)
3. No Hold at all cost (HAAC) order was given
4. The requesting officer must be in the town to request the fallback
When is a Fallback successfull?
The Fallback is successfull if the whole town (including the AB) is secured again.
It is VERY important to capp all CPs before the AB is capped.
If you stick to the right sequence the enemy AO will be dropped by the system and a new timer for the table is needed if the enemy decide to AO the town again.
If the AB is capped before the last CP is secured the enemy AO will stay on the town with the negative effect that the tables are still up.
Result of a Successfull Fallback
Following the regular capture rules a NEW and COMPLETE Supplylist will start to arrive after 15 Minutes (The Supply renewing process is completed after around 40 Minutes).
What to do if the enemy orders a fallback
First goal is to press for the CPs.
Dont worry about the AB Bunker or if the enemy still has guards inside the AB Bunker or not. The AB Flag is anyway in our hands and if we can get all CPs we own the town (and can clear the Bunker afterward).
Intercept the enemy if possible. They will send MSPs and Tanks from their new opened FBs.
If we can blow the newly gained enemy fb's we ensure a failed enemy fallback attempt. Also it should be part of the original battle plan to set interdiction should the enemy try a fallback attempt. (Those same interdiction units can stop flow of supply to the original attack in the first place).
If we fail to deny the enemy a fallback try to get a decent FB defence up to delay them if they want to counter against our towns with a fresh supply list.
What to keep in mind for a own Fallback
Secure the CPs. Dont worry to much about the Bunker. Keep a minimal Bunker guard inside. If the enemy is doing it right (see above) they will all head to the CPs.
If it is possible prepare a Fallback before launching:
Organize MSP Drivers or (even better) get a overview if its possible to get already a MSPs up to the town. Placing MSPs after the Fallback is ordered can be tricky. Enemy Aircraft will try to intercept our MSPs as soon as they are aware of the executed Fallback. Even if there are no FB's from a friendly town, you can still bring in MSPs from linked CP's.
As well destroying the enemy fb's prior to our fallbacks attempts increase our odds in a successful fallback of our own. Preparation for this can be done but we usually have no sappers nor any panzers left when needed for this job (Gliders are the key here.)
Dont expect the average Playerbase do know what Fallback means.
If you want to order a fallback announce this every 1 minute in the target channel. If you dont do so someone will capp the enemy CP back and uncontest the town.
Once the Fallback is running continue with the announcements that
1. CPs have to be secured and
2. the AB Bunker has only to be capped if we own all CPs.
Even if you do all this you will often enough have people "ruin" the Fallback cause they are capping CPs/ABs incorrectly. Whatever you do, be calm and try your best to prevent the Axis folk to lynch this unlucky fellow.
If possible try to get in touch with the player in question afterward and explain him roughly how Fallback works. This will help the next time ;-)
General thoughts
Fallback can be a mighty tool. It can renew a depleted spawnlist in a relatively short period of time. Learn the system, watch the OKW veterans and get a feeling for it. Experienced officers can smell when a fallback has good chances.
More vital however is to prevent the enemy from having successfull fallbacks.
One reason why there should be always at least one OKW officer placed as OIC in every attack is to have also a observer in the town to close the AO in time after the attack is stalled and repelled.
"Cheap" fallbacks are very popular on both sides (ordering a Fallback after the enemy attack is repelled if the enemy still own a CP or a single soldier capps a table before the AO was pulled).
Fallback mistakes and myths:
You do not need an AO to recap the town in Fallback state.
Pulling the AO on a town in Fallback does not remove the fallback once it has started, it just finishes the fallback faster. Sometimes it is a good idea to pull the AO, to stop the supply drain. But know that when the AO is pulled, they will get full resupply soon.
Final Notes:
A lot stuff regarding the Fallback and his effects will change as soon as ToE (Table of Equippment) will be included into the game.