PoorOldSpike Wrote:RockinHarry Wrote:Would be interesting to see how you experts start attacks or apply defenses when there´s no silly "flags" positioned on any map...
In every military action big or small, there are specific objectives to take or defend (hills/ bridges/ patch of woods/ buildings, factories etc), so a flag marker is simply a way of marking those objectives, I have no problem with that, they simply serve as useful 'reference points', on which to base our tactics..:)
For example in Panzer Leader, Guderian recounts a conversation with Hitler concerning Russia in late summer 41 that goes something like this -
HITLER - "Can your troops make one more great effort?"
GUDERIAN - "Yes if they're given a clearly-understood objective"..
POS, you miss my point actually! Flags are for vs. AI play and for H2H play the appropiate orders/references can be given in the briefing sections! A "flag" is ALWAYS known to both opponents and while in many cases it might be true that (tactical) goals for the opponents coincide, in many cases they do not. Resulting game play is unrealistic and foreseeable, which for me that means no fun. One exception is "dynamic" flags which decrease some of the problems, but IMO most H2H games do not need any flags placed on the map, if appropiate orders are given in the briefing section. Victory calculation can be a bit tricky, but can be solved by applying (special) rules. At last the game calculates victory points just by evaluating destroyed or captured units and the players can decide by their own, whether they reached their "objectives".
One simple example without flags: An attacker is given the order to gain possession of a hill commanding a village/town and its entries. The defender is given the order to just hold the line. The village and hill are part of this line and the defender has to evaluate by his own which parts of his frontline needs stronger or weaker defenses.
The point is that posession of the hill would be more important than capturing the village, as it would become untenable due to the commanding abilities of the hill to the village and its surrounding terrain.
Now players are free to decide themselves what their main (terrain) goals are and are not forced by the scenario maker to split forces on meaningless map spots (those that do not have any tactical value). I think the great majority of scenarios with more than 1-2 flags present on map have totally senseless flag placements, which has some justification when the scenario is meant to be played vs an AI opponent, but none at all for H2H play.
Personally this is not my style of play and there´s little to learn when going for those flags that have no counterpart in real life (military actions).
Yes, Guderian meant the "moscow" objective that he thought would motivate his panzer troops for another final effort. But placing a "flag" (on moscow), would mean in CM game terms to indicate that objective to the russians as well. Kursk was the perfect example for this. The germans placed a "flag" on the Kursk salient, the russians got notice of it and things went accordingly. This is how CM works on a small scale when flags are used, since they always (as said) indicate goals identical to both players. Usually there´s more ways to win a battle or a whole war and this also applies to CM battles.
You get quite another view of a battlefield, if you see no flags, believe me!;)