• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Road congestion and travel
09-06-2019, 03:54 AM,
#3
RE: Road congestion and travel
It seems like these both apply to whole divisions though. Often divisions arrive a few units per turn, over the course of several turns. I like to have precise control over where the lead elements (recon) go to act as advance party for the marching route of the main body. Seems like the only way to get close to doing this while using AI orders is to issue a deferred AI order for the whole division, and delete the orders I don't want in the dialog before confirming. My read of the manual suggests also that you cannot issue deferred orders with a hex-by-hex path you provide, as you can with immediates. I'm afraid to rely on the AI for long-distance pathfinding.

I wish there were just a "move all units in this stack to the hex I click on, but sequentially, so each unit has completed its movement before the next one begins" function.
Quote this message in a reply


Messages In This Thread
Road congestion and travel - by Zoetermeer - 09-06-2019, 12:48 AM
RE: Road congestion and travel - by Zoetermeer - 09-06-2019, 03:54 AM
RE: Road congestion and travel - by Zoetermeer - 09-06-2019, 07:32 AM

Forum Jump:


Users browsing this thread: 2 Guest(s)