swagman -> (2/22/2002 1:00:00 PM)
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The blue objective flags are the ordered destination for your units. Where forces are controlled by the AI, units will more or less advance directly towards the objective flag, allowing for control of victory hexes and some other considerations.
A scenario designer will set the objective hexes when creating a scenario so the AI will move its units meaningfully. By setting way-points, computer controlled units will follow a pre-determined path to the objective flag. Way-points are used to create some purpose to the way the computer moves its units. As a human can play a scenarios from either side, objective flags most be set for both sides to assist the AI. However, for the human player, the objective flags set by the scenario designer are irrelevant. The player objective flags can be changed without affecting the scenario or its outcome.
You may be aware of an option called Command Control. This is turned on and off in the preferences menu. It has no affect on the AI. With CC off, the blue objective flags are irrelevant. You can move units freely in any direction without penalty, up to the maximum movement points permitted.
With CC on, your units may only advance WITHOUT penalty broadly towards the blue objective flags. If you have show movement radius ON in the preferences, this is shown as a wedge of shaded hexes…with CC off you will see a unit surrounded by an even ring of shaded hexes.
With CC on, certain commands given to units cost one or more orders. Typically, these are: · Change the location of the objective flag for a formation - 3 orders; · Move a unit away from its objective flag (to a hex not within the shaded wedge) - 1 order; · Change the formation stance - 3 orders regardless of the number of units within the formation; · Change the stance of a unit - 1 order; · Assign an artillery barrage order - 1 order.
With CC on, a unit must have a stance of ADVANCE for it to move. A unit with a stance of DEFEND is harder to spot, receives bonus op fire outcomes, and will enter an "in cover" condition, which provides a defence bonus.
Each turn, units gain one or more orders, according to their seniority and command rating. An average platoon HQ will gain one order per turn, and may accumulate 3 orders…an elite platoon HQ may gain 2 orders up to a total of 5. An average company HQ will gain 2 orders and carry forward up to 5 orders; while you're AO HQ will gain 3 or 4 orders and carry forward up to 7 orders.
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