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


Group Movement Command
03-22-2022, 05:20 AM,
#6
RE: Group Movement Command
(03-16-2022, 12:46 AM)LordDeadwood Wrote: They will also NOT avoid things like mines and obstacles if they are present, even if "visible". So as far as using the auto movement goes, it is only useful when units are deep in a rear area... like in Germany when your front line is in France!

I tried using that form of auto movement as well as the AI orders function in a France 40 campaign game not too long ago... It was so frustrating I basically gave up and resigned myself to moving every unit.

Know the feeling.  I experimented with both functions early on in learning the system, but never use them now. In a large campaign (the full France 40 campaign scenarios, say) a turn can take 6-10 hours to move every single unit manually, but these alternatives aren't really worthwhile. 

Not high on my list of priorities for system improvement (assuming it's even possible in the first place), but it would be nice to have a more reliable system for set-and-forget movement by formation.
Quote this message in a reply


Messages In This Thread
Group Movement Command - by Sergio65 - 03-14-2022, 07:27 PM
RE: Group Movement Command - by lezgo killemall - 03-15-2022, 04:59 PM
RE: Group Movement Command - by Ricky B - 03-15-2022, 11:56 PM
RE: Group Movement Command - by LordDeadwood - 03-16-2022, 12:46 AM
RE: Group Movement Command - by Sir John Cope - 03-22-2022, 05:20 AM
RE: Group Movement Command - by dukemat - 03-22-2022, 01:11 PM
RE: Group Movement Command - by Jim - 03-23-2022, 08:34 PM
RE: Group Movement Command - by dukemat - 03-23-2022, 11:12 PM

Forum Jump:


Users browsing this thread: 2 Guest(s)