Nikademus -> RE: Two day turns and waypoints/timing (8/29/2011 5:46:40 PM)
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ORIGINAL: medicff Hi all. I am trying two day turns and trying to set up method to have tf move to hex on day ones two pulses, then move to destination for raid attack and retire in second pulse. Is there anyway to accommodate this? Can the tf be set to pause at a waypoint. Or maybe use two waypoints for a pause at each pulse of day one? Any help would be appreciated. Pat might be possible but it would be tricky. I've done alot of two day turn games and the thing about them that makes it worthwhile, besides the speeding up of the game which can take years in real time to complete in PBEM, is that it reduces the player's ability to micromanage their assets, i.e. plot that attacking TF to the last hex at the last minute....do surgical strike (or react to a suddenly changed situation) and scoot away. Here you have to plan ahead better and accept more "risk" since you can't fit in an extra Orders Phase if the situation suddenly changes. When i plan strikes.....i had to learn to rely more on "Retirement Allowed" Its ironic that that option is designed for such a situation but most players (myself included) dont use it because they don't want to see their carefully prepared attack get cancelled so they set it to "Do Not Retire" which in one day turns is more acceptible a risk as you can micromanage more easily. Two days.......pick your CO carefully (aggressive rating is important) and use Retirement allowed if there's a chance of retaliation.
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