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That magical end o' the turn
12-21-2006, 03:43 PM,
#1
That magical end o' the turn
Sort of curious about something that's become standard practice for me, but I've never heard talked about a whole lot, is using the end of the turn to your advantage. One of the realities of the 1 minute turn is you can react quickly to stuff that happends at the end of the turn, while you have to wait a long time until you can react to things that happen at the beginning of a turn. Naturally, it makes sense to try to time critical moves so they happen near the end of the turn.
For instance, if I have a tank cresting a hill, and I'm unsure what's on the other side, I always time it so it crests the hill in the last 5 seconds of a turn. That way, if there's something scary on the other side, I don't have to wait through 45 seconds of combat to pull him back down. This works especially well with a hunt/reverse move combo - hunt him up to the crest so he tops the hill with a few seconds left in the turn - if there's enemy AFV's on the other side, your tank stops when he sees them. If you like your odds, cancel the reverse command and shoot it out. If you don't like your odds, drag the hunt back behind you tank and change it to a reverse command, and he's out of there with no command delay - enemy might get one shot off, but usually isn't going to hit you. Kinda like a shoot-'n'-scoot, only better.
In the same way you can coordinate infantry moves with essentially no command delay by plotting their moves ahead of time, adding pauses until it goes to 61+ seconds, and presto, your men are moving on second one of the next turn. If something changes your plans in the intervening turn, cancel the move orders. Especially helpful with conscript/green/out of command troops if you want them to move in the early part of a turn.
On the flip side, I always try to work it so off-board arty falls in the beginning of the turn, so my opponent will have to sit through 50+ seconds of fire before he can act to get his men out of the way.
Wondering if people have used other tricks/techniques to take advantage of the end of the turn. I guess it's open to the gamey/exploit charge, but being as it works the same way for both sides, and is sort of an integral part of how WEGO works, I think it's something you have to pay attention to...

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Messages In This Thread
That magical end o' the turn - by The Coil - 12-21-2006, 03:43 PM
RE: That magical end o' the turn - by bluehand - 12-21-2006, 04:14 PM
RE: That magical end o' the turn - by The Coil - 12-22-2006, 07:46 AM
RE: That magical end o' the turn - by bluehand - 12-22-2006, 10:50 AM
RE: That magical end o' the turn - by Soldier - 12-22-2006, 01:58 PM
RE: That magical end o' the turn - by bluehand - 12-22-2006, 02:14 PM
RE: That magical end o' the turn - by The Coil - 12-22-2006, 02:30 PM

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