12-25-2012, 09:40 AM,
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miller41
Corporal
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Posts: 46
Joined: Jul 2001
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Moving multiple units
I did a search but could not find anything about it, but is there a way to move a group of units down a road without moving each individual unit? It pains me to have to move units that way when all i want to do it have them go down the raod
It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.
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12-25-2012, 09:52 AM,
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fastphil
Lieutenant Colonel
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Posts: 664
Joined: Feb 2008
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RE: Moving multiple units
(12-25-2012, 09:40 AM)miller41 Wrote: I did a search but could not find anything about it, but is there a way to move a group of units down a road without moving each individual unit? It pains me to have to move units that way when all i want to do it have them go down the raod
Once selected, units may be moved by right clicking on the adjacent hex. Alternatively, once units are selected, the player may move them by holding down the left mouse button in the starting hex, moving it to the destination hex, and releasing the mouse button (this is the so-called "drag and drop" method). The computer will determine a path from the starting hex to the destination hex of minimum movement cost and automatically move the selected units towards the destination hex.
And you may suffer losses due to opportunity fire and interdiction.
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12-25-2012, 10:30 AM,
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miller41
Corporal
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Posts: 46
Joined: Jul 2001
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RE: Moving multiple units
Well now I know why you can't just move the whole division down one road
It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.
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12-25-2012, 12:56 PM,
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76mm
Captain
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Posts: 409
Joined: Jul 2012
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RE: Moving multiple units
(12-25-2012, 10:30 AM)miller41 Wrote: Well now I know why you can't just move the whole division down one road There is another way which I use all the time, the "immediate AI move". Basically (i) set up your division along a road so that none of the hexes are overstacked for road movement; (ii) then select the hex with the lead unit (DO NOT select the unit itself, just the hex); and (iii) finally, Alt+Right Click on the hex where you want the lead unit to go. All of the other units will follow. Took me a while to discover this, but it is a huge click-reducer.
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12-25-2012, 05:01 PM,
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76mm
Captain
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Posts: 409
Joined: Jul 2012
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RE: Moving multiple units
Yeah, it is important not to have the units overstacked for road movement, and sometimes where multiple units are adjacent it acts a bit funny, but in general it works quite well. Try it, you'll like it!
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12-26-2012, 09:17 AM,
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Liebchen
Colonel
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Posts: 966
Joined: Mar 2001
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RE: Moving multiple units
If you're going to start using the A/I movement for formations, then you'd also better learn to call up the various A/I orders on your screen. Since they do not automatically cancel themselves when they've arrived at their destination, you'll have to periodically use that view to clear up your orders list.
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12-26-2012, 12:06 PM,
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RE: Moving multiple units
The alt+right-click method has saved me a lot of time in Normandy '44. The 20-unit stacks that appear on the map's borders (German units) take forever to move, otherwise. Just be sure not to highlight the lead unit before using the shortcut. It is also good to use in France '14.
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12-26-2012, 12:53 PM,
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76mm
Captain
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Posts: 409
Joined: Jul 2012
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RE: Moving multiple units
(12-26-2012, 09:17 AM)Liebchen Wrote: If you're going to start using the A/I movement for formations, then you'd also better learn to call up the various A/I orders on your screen. Since they do not automatically cancel themselves when they've arrived at their destination, you'll have to periodically use that view to clear up your orders list. The method I am referring to only moves the units to the indicated hex on that turn and does not apply on future turns. You are referring to the "delayed AI move" (or something like that), which I found to be very UNHELPFUL, as it scatters the relevant unit all over the place, continues to move at night, etc. I often initiate such moves accidentally by selecting a unit rather than a hex, but cancel them immediately when I do so.
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