Every Single Soldier wrote:Captain_Orso wrote:Three ANA per FOB after withdrawal
This is not by design, I will investigate and revert
You should be able to train new ANA units with the ANA SF unit at the FOB
Captain_Orso wrote:Special Forces Need a Pickup
Am aware of the real world solution, but SF already too powerful a unit to give them more mobility would make them seem superhuman in game, its about the balance
appreciate the good feedback

Thanks for your reply
I've got some more experience under my belt, and I guess I'll agree with you about no pickups directly from mountains, also because I've discovered that even in the mountains there are often many tiny valleys nearby from which you can pick up the SF's

I was going by the really heavy mountain range in the 4th tutorial, where there really weren't any. I though all mountainous areas were like that
That being said, there are a couple of thing that really bug the heck out of me

and make game play a less enjoyable experience.
- Please don't be shocked at the amount of text. It's because to explain some simple ideas concisely, it sometimes takes a lot of words... takes me a lot of words anyway

FOB Supply Storage
Give each FOB the possibility to hold 2 FOB Supply Containers.
Why? You can already just park a couple of trucks in the FOB, each with an FOB Supply Container loaded up.
During the end-of-turn execution your FOB Supply can run out, and even if you have 10 trucks loaded with FOB Supply Containers, it won't help you.
Example: You have 2 remaining FOB Supply Points in your FOB. In range of the FOB on post you have a bunch of infantry three of which are down to 0 rations. So they will be drawing rations from the FOB at the end of the turn. Either one of those infantry takes a hit, or you have to prematurely expend an FOB Supply Container, which is the waist of 2/5ths of an FOB Supply Container

.
This causes the player to spend a lot of time micro-managing his FOB's (
boooooooo-ring), and is totally illogical for the wistfulness. Just because the cooks can't be bother to send somebody to the trucks to get a case of Beans-n-Franks
FOB Supply Storage II
Give each FOB a slot for storing 1 or two Ammo Supply Containers, instead of forcing the player to store them on trucks. Trucks are fragile, and a waste for storing supplies. Plus, it just makes sense, especially toward the end of the scenario, when the Taliban goes crazy, your trucks are getting destroyed, and you need to pick up more supplies. Come on man, trucks are for transporting. FOB's need a storage dump.
Apache Helicopter
It would be really friendly if when you have the Apache Rockets selected that clicking on an enemy unit would actually move the Apache that far and fire the rockets at the target. The tool-tip already shows you how far you have to fly to fire rockets at the target.
Instead, you have to
- <whiny-voice>note exactly which hex, carefully move there, check again, adjust because your a senile old man, finally get into the maximum range, and fire</whiny-voice>

It would certainly make it simply easier and quicker to use the Apache, without changing anything in the way it actually works at all.
2nd Apache suggestion 
When the Apache is selected, the tool-tip says that using the (Hellfire?) Rockets costs 1 action, but once you've fired them, even if you have used no other action points, all remaining action points are consumed. I guess this is in agreement with the rest of the game, maybe. But when I first discovered this, I thought it was a major bug

. It really makes the apache very limited in its use. The only safe way I've been able to use the Apache, is to station it inside an FOB and use it as a kind of very heavy mortar (because of the "short" range of its rockets. If an enemy appears close by, simply select it, and fire the rockets without moving. Then when you release it again, it drops right into the FOB, safe and sound.
It would really make the Apache a little more effective, and fun to use, if firing rockets cost half the action points (or the remaining, which ever is greater), so that the Apache could actually sortie a short distance out of its BOO (Base Of Operations) and return. It wouldn't change its effective use that
much (wouldn't make it an Air Wolf

), but it would help prevent it from being ambushed in the air because it ventured 2 hexes outside its BOO, and just a lot more fun to use, like really flying out to attack something.
- Just one more, I promise.

Moving Vehicles On Roads In More Than One Step
- Management Summery
Don't drop fractions between movement steps.
Afghanistan '11 seems to use the typical board game analogy, that units have MP's (Movement Points), and that moving over roads allows you to move more than one hex per MP. Any MP's, or fraction there of, not expended at the end of moving said unit is simply lost. And that's and necessary in board games, where the player would have to keep track of these things in his head. But here I have a very expensive computer to do that for me
In A11 I very often have to split up movement of vehicles over roads, and I've noted that remaining fractions are dropped

For example, I have an Husky sitting on the road, and I want to use it to search for IED's down the road, but only so far, because I don't want it to be stuck out in Taliban country at the end of the turn. So I select the Husky and move the pointer down the road, counting hexes as I go, until the Route-Ribbon™1) changes to gray and I know the Husky could only move so far in that turn; 12 hexes on constructed roads IIRC. So now I want to move 6 out and six back. But I have to do it in 2 steps, because I'm not taking the shortest route between starting and ending hexes. So count out 6 hexes, move, then simply return, and see there, I can't get back to from where I started
This same situation happens with every spit move: dropping off and/or picking up units; repairing and/or building objects; every where that I have to split a move, I'm losing MP fractions.
How about saving the fractions

, because even using way points to plot special movement paths, doesn't help if you have to split the move as in the examples.