RE: Move, Attack, Reorg, and Orders Delays - 4/1/2004 3:10:43 AM
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Golf33
Posts: 1962
Joined: 3/29/2003 From: Canberra, Australia Status: offline
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The question: quote:
ORIGINAL: Mr.Frag Ok, now I am royally confused ... why would an order to move NOT be subject to the very same sets of delays that an attack would be except for the actual timing of the kickoff? Are you saying that I can effectively bypass Painfully realistic orders by running around with line formations each pointed at their own personal spot coordinated by my mouse instead of the command HQ? That doesn't sound right. The answer: quote:
ORIGINAL: Golf33 This is a confusion of terminology. In HTTR, the term "Reorg" refers to a specific type of activity - the reorganisation - which occurs in four specific circumstances only. Units conducting a Reorg are shown with the reorg symbol in the unit task icon ("F4" key). Units will conduct a Reorg only under the following circumstances: 1. After a reinforcement arrives by parachute/glider/aircraft. 2. When a unit's cohesion becomes too low. 3. When ordered to reorg by the player using the Reorg command (hot key "R"). 4. When the unit has an Attack task and has reached the FUP, prior to beginning the assault. <edit - thanks to MarkShot for the reminder: 5. When the unit has an Attack task and has completed the assault and is securing the objective.> This is separate from Orders Delay, shown as a pink background to the task icon. All fresh orders from the player incur orders delay. Under some circumstances, changing the parameters (Speed, ROF, Aggro, Formation etc) of an existing order may not incur orders delay. Some situations which generally don't incur orders delay are listed below. The list isn't complete, so there is still room for you to experiment and discover some of this for yourself, but in general anything not specifically mentioned below will probably incur orders delay. Move task Changing Speed, Route, Aggro, ROF, and Losses. Changing Frontage, Depth, and Facing. Changing Formation, except for In-Situ, which does incur orders delay. If you set a Move-ing force to In-Situ, it will incur orders delay, and any further changes you make will not take effect until after it has processed the In-Situ formation order. Similarly, once the force has processed the In-Situ order and stopped moving, if you change the formation type, it will again incur orders delay and once it has processed the change it will start moving again. Defend task As for Move tasks. Attack task Changing Speed, Route, ROF, and Losses. Changing Frontage, Depth, or Facing. Changing Formation (except for In-Situ) during the move to FUP, or sometimes but not always during the assault. Changing the objective of any task (i.e. the location of the final waypoint, the one that shows the task type), or the FUP of an Attack task (which shows the Reorg task), will always incur orders delay. Like setting In-Situ, no other changes to the order will be processed until after the new location has been processed. However, intermediate waypoints (the ones shown by a small circle with an upward-pointing arrow in it) can be moved without incurring orders delay - so if you are looking to bypass any resistance on a Move, or during the move to FUP phase of an Attack, it's a good idea to plot the route using waypoints every 1000-2000m and send a scout unit ahead. When the scout discovers enemy defences, you can move the waypoints to bypass the enemy. Regards 33
< Message edited by Golf33 -- 4/1/2004 2:41:48 PM >
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Steve Golf33 Long
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