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More comfort, more efficiency If the new FCRS maps are not perfect — terrain elevation still lacks some visibility —, they are fully fonctional and a lot more aesthetic than the old ones. Anyway, in cases of doubt, the player can display the terrain levels (Ctrl-E). As in the past, before going into a fight, it’s worth setting on the fog of war option and the limited staff rule, for more realism. The limited staff rule will lower the number of orders available each turn, depending on the organisational efficiency of each army. Once the battle had begun, you’ll quickly find your bearings. The first thing to do, at the very start of a game, being to switch some units to ensure that everyone will stay in range of its HQ. The player has also to give the right orders to support units, like making air defense units (AD) to watch the sky ("hold" order) and helos to stay away from lethal hazard ("screen" order). The AI has been very strong since the very beginning, although there was some margin left for improvement. The AI now can handle wisely the conduct of your artilery fire without slippering-up from time to time, like this M109 battery that was insisting to sprinkle friendly troups. So you can peacily delegate all artillery missions to the Fire Support Coordination Center (FSCC), notably because it’s the only one who can fire on "empty" hexes that produce intense thermal signature (enemy tubes) or radio traffic (enemy HQ). Within the field of aviation, helos have a better knowledge of attack-and-scout tactics. Some players have developped a specific doctrine of use : first destroy the enemy ADs, then make the helos follow a triangle path leading to their starting point, near their HQ, where they can replenish with fuel and ammunition. The developers argue that the Player's Edition AI is best at scooting, managing standoff range and resupplying units. The players won’t see tanks avoiding contact with troop carriers anymore. We nevertheless have all grounds for taking it at face value. Personally, after some solo games, I noticed only one minor clumsiness made by AI : it tends to let my HQs hide in nearby woods or villages without trying to wipe them off from the map.

Corrections · 6

1

More comfort, more efficiency

If the new FCRS maps are not perfect — terrain elevation still lacks some visibility —, they are fully functional and a lot more aesthetic than the old ones. Anyway, in cases of doubt, the player can display the terrain levels (Ctrl-E).

As in the past, before going into a fight, it’s worth setting on the fog of war option and the limited staff rule, for more realism. The limited staff rule will lower the number of orders available each turn, depending on the organisational efficiency of each army. Once the battle had begun, you’ll quickly find your bearings. The first thing to do, at the very start of a game, being to switch some units to ensure that everyone will stay in range of its HQ. The player has also to give the right orders to support units, like making air defense units (AD) to watch the sky ("hold" order) and helos to stay away from lethal hazard ("screen" order).

The AI has been very strong since the very beginning, although there was some margin left for improvement. The AI now can handle wisely the conduct of your artilery fire without slipping-up from time to time, like this M109 battery that was insisting to sprinkle friendly troups. So you can peacily delegate all artillery missions to the Fire Support Coordination Center (FSCC), notably because it’s the only one who can fire on "empty" hexes that produce intense thermal signature (enemy tubes) or radio traffic (enemy HQ).
Within the field of aviation, helos have a better knowledge of attack-and-scout tactics. Some players have developed a specific doctrine of use : first destroy the enemy ADs, then make the helos follow a triangle path leading to their starting point, near their HQ, where they can replenish with fuel and ammunition.

The developers argue that the Player's Edition AI is best at scooting, managing standoff range and resupplying units. The players won’t see tanks avoiding contact with troop carriers anymore. We nevertheless have all grounds for taking it at face value. Personally, after some solo games, I noticed only one minor clumsiness made by AI : it tends to let my HQs hide in nearby woods or villages without trying to wipe them off from the map.

1

More Comfort, More Efficiency

(Even) if the new FCRS maps are not perfect — (the) terrain elevation still lacks some visibility — they are fully functional and a lot more aesthically pleasing than the old ones. Anyway, in cases of doubt, the player can display the terrain levels (Ctrl-E).

As in the past, before going into a fight, it’s worth setting on the fog of war option and the limited staff rule, for more realism. The limited staff rule will lower the number of orders available each turn, depending on the organisational efficiency of each army. Once the battle has begun, you’ll quickly find your bearings. The first thing to do, at the very start of a game, being (is) to switch some units to ensure that everyone will stay in range of it's HQ. The player has also to give the right orders to (the) support units, (e.g) making air defense units (AD) to watch the sky ("hold" order) and helos to stay away from lethal hazard ("screen" order).

The AI has been very strong since the very beginning, although there was some margin left for improvement. The AI can now handle wisely the conduct of your artilery fire without slippering-up from time to time, like the M109 battery that was insisting to sprinkle friendly troups. So you can easily delegate all artillery missions to the Fire Support Coordination Center (FSCC), notably because it’s the only one who can fire on "empty" hexes that produce intense thermal signature (enemy tubes) or radio traffic (enemy HQ).
Within the field of aviation, helos has a better knowledge of attack-and-scout tactics. Some players have developped a specific doctrine of use : first destroy the enemy ADs, then make the helos follow a triangle path leading to their starting point, near their HQ, where they can replenish with fuel and ammunition.

The developers argue that the Player's Edition AI is best at scooting, managing standoff range and resupplying units. The players won’t see tanks avoiding contact with troop carriers anymore. We nevertheless have all grounds for taking it at face value. Personally, after some solo games, I noticed only one minor clumsiness made by AI : it tends to let my HQs hide in nearby woods or villages without trying to wipe them off from the map.

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