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FWWC: Night Movement
08-24-2020, 04:31 AM,
#16
RE: FWWC: Night Movement
Right, the initial problem is certainly caused by violating the road stacking limit. This is nothing new though, it would be like trying to move a large stack of units down a road in the day time (in any game series). You wouldn't get the night disruption in the day move, but you also wouldn't be getting the benefit of the road anyway either.

As for frustration, you don't have to move each unit one at a time down the road at night, but certainly doing so is the safest option.

If you mean that you are trying to move a division column down a road a night, you just have to get the division to conform to stacking limits, and then use the organization movement to move the entire division down the road, and you will avoid the disruptions. Best to move in short intervals with the division movement at night, so you can make sure the AI doesn't try to peel off the road to save MPs (and get disrupted).

But really, here is the thing:

If you are marching units at night, then you are considered to be in a 'forced march' stance, where you are going to be incurring a lot of fatigue over time if you do this continuously. So the point is, there shouldn't be much moving at night. So, you suggest a single night turn. No, the night is used for other things too, like allowing someone to force march if they so desire, or (more often), allowing some limited movements AND some resting (essentially splitting the night into active and inactive turns for units). Often its a good idea to suffer disruption at night to move tactically into important locations, or you want to fire at your enemy on the night turns, in the intent of rotating your active units out with fresh ones during the day to press the attack on defenders that you denied rest/sleep to.

But mainly the two night turns allow someone to do things that their opponent might not be using the night turns for. One side might be using both night turns to rest, and so they just skip them. Other other opponent might need the two night turns to break contact and prepare for withdrawal (especially of artillery and MGs for example). So it really depends on the situation.

Hopefully that helps. ;)
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Messages In This Thread
FWWC: Night Movement - by Steel God - 08-18-2020, 10:09 PM
RE: FWWC: Night Movement - by ComradeP - 08-18-2020, 10:39 PM
RE: FWWC: Night Movement - by Mowgli - 08-18-2020, 11:39 PM
RE: FWWC: Night Movement - by Steel God - 08-18-2020, 11:50 PM
RE: FWWC: Night Movement - by Steel God - 08-18-2020, 11:47 PM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 01:08 AM
RE: FWWC: Night Movement - by Steel God - 08-19-2020, 02:00 AM
RE: FWWC: Night Movement - by Strela - 08-22-2020, 09:37 AM
RE: FWWC: Night Movement - by Steel God - 08-23-2020, 04:08 AM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 02:45 AM
RE: FWWC: Night Movement - by Steel God - 08-19-2020, 04:40 AM
RE: FWWC: Night Movement - by Mr Grumpy - 08-19-2020, 06:05 AM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 11:56 AM
RE: FWWC: Night Movement - by Mr Grumpy - 08-23-2020, 08:24 AM
RE: FWWC: Night Movement - by Steel God - 08-23-2020, 08:54 AM
RE: FWWC: Night Movement - by Volcano Man - 08-24-2020, 04:34 AM
RE: FWWC: Night Movement - by Volcano Man - 08-24-2020, 04:31 AM

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