skukko -> (8/14/2001 12:20:00 PM)
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When you set formation -stance to either advance or defend thats it for the scenario. But; when unit has been at its place long enough it gets 'in cover' -status, (what you'll get by setting them to defence also). And if you'll set reinforcements to defence -stance for AI, they most likely don't move at all and stay on the reinforcement -flag. If AI defends against Assault it will stick at its foxholes forever and you'll need shovel to dig it up.- So, its not complicated at all to find rules ?
You have to possible ways to go: Set overall stance of the battle to attack for human and plain defence for AI. Then you manually change defence-stance (in deploy-phase) to advance for the formations you want to move, by hitting 'M'-key. Give them objects (and waypoints, its up to you, how much you want to control their movement)check that their reaction time is not 99 from HQ-menu. Now set them as a reinforcements. And set some Victory object-hexes to the line where you want them to stop. Make VOs either visible or invisible for human.
Second way is to set all the above but not to do formations as reinforcements, but to deploy them at the AIs back and add reaction times to them. If this is done right it will add some randomness, but I'll vote for this if map is large and human has had time to move around it.
If you time these right they'll be digging foxholes when human player arrives.
Other ways ? Why not simply deploy and set them to defence in Human Assault-stance? Is there really need for moving reinforcements?
mosh
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