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Scenario design - 8/14/2001 10:05:00 AM   
Eric Bondura

 

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I have been trying to design a hypothetical Sicilan campaign scenario which deals with an American assault on an Italian position. I would like to have Italian reinforcements come in during the scenario, occupy positions and take a defensive stance. My intention is to impose a degree of urgency upon the American assault before reinforcements arrive to bolster the defense.
Is there any way to assign units to advance to a point and then take a defensive stance? Or will they stay in advance mode upon reaching the last assigned way-point?

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- 8/14/2001 12:15:00 PM   
Don

 

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I don't think you can do it - but I've never tried it (and I didn't try it because I didn't think I could do it ). You'll need to do alot of testing to get the effect you want, and you may have to bring in the reinforcements a little later so they can go right in to the attack. You can bring them in to a waypoint, but then they'll mill around and I hate that. Another way is to set a reinforcement flag right where you want your troops to be, and set their objective flag right there also. That combined with a reaction setting may keep them in place.

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Don "Sapper" Llewellyn

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- 8/14/2001 12:20:00 PM   
skukko


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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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mosh

If its not rotten, shoot again

(in reply to Eric Bondura)
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- 8/14/2001 12:21:00 PM   
Don

 

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Sukko is right - you don't want to be moving these troops if you don't have to. I would just test and test and find which way works the best.

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Don "Sapper" Llewellyn

(in reply to Eric Bondura)
Post #: 4
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