Orders

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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Mobius
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Orders

Post by Mobius »

I found I was using Engage a whole lot more than any other order. One reason is that I wanted my tanks to fire as much as possible after moving and I didn't know if I was giving away opportunity to shoot by using Rush or Advance orders. Rush will limit the tanks to one possible chance to fire. Even if I Rushed for as little as 15m it still took away all extra firing time. (According to the Manual it does, I didn't test it.)

The game wasn't telling me how far the tank could possibly Rush in the turn. If the blue string had a mark showing where the full movement distance of the tank it would help greatly. Also maybe a small tick mark at the halfway point so I would know how far a half move (Advance would be).

Likewise for Advance order should have a mark on the blue string where a move (half move) would be at the end of the turn. And maybe a tick at the maximum Defend>Move distance so I could choose that order instead of Advance.

With Engage maybe I abused its use. This probably should only be limited for use if there is an enemy in sight and within a full move distance.

I also found a problem with Rush is that, while I would generally only Rush in open areas, even a lone tree might cause one or two of my tanks to get left behind and separated from the herd. Seems one tank might avoid a tree by turning into the path of another tank thus they became entangled while the rest sped on their way.
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Erik Rutins
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RE: Orders

Post by Erik Rutins »

Engage -> Move won't allow you to fire, but it's true that Engage is generally the most useful base order while in combat. You may want to read this thread as well for a little more discussion on how the orders were implemented:

tm.asp?m=1180929&mpage=1&key=&#1186555
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RE: Orders

Post by Mobius »

Thanks Erik, I've read that before.
So if the tanks don't move regardless of the order it can fire in both phases. The thing is I don't think a tank can be ordered NOT to move with Advance or Rush. So if under Rush orders and you order it to move only 1m it will not be allowed to shoot.
Thus some kind of indication on the blue movement string would be helpful and a reminder.

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RE: Orders

Post by Erik Rutins »

Yep, the movement string/tick mark idea is a good one, but we need to discuss and see what's possible.

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- Erik
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RE: Orders

Post by Mobius »

Looking closer at some of these it appears Defend->Move might be the best deal for your average panzers.  You can move your tank 50m at full speed and it gets to fire in both phases.   If you Advance your speed is half speed and with a Mark III or 4 you move only about 60m.  You only get to fire in one phase by only gaining 10m.
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RE: Orders

Post by Erik Rutins »

Advance does get a chance to fire in both phases as implemented, FYI. However, the fire arc is fairly narrow since the vehicle is moving while under Advance orders.
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RE: Orders

Post by Moltke71 »

ORIGINAL: Erik Rutins

Yep, the movement string/tick mark idea is a good one, but we need to discuss and see what's possible.

Regards,

- Erik

Frankly, I'm not sure it's necessary. In most PCOWS situations, you're ordering a unit to either cover or objective. It needs to be there no matter how long it takes. If the unit must travel long distances in the open, having a tick mark to show where it'll stop after a pulse is irrelevant. If you want it to stop there, end the plot there.

I'm still thinking about this though. If you're moving to a block positiom along an enemy advance axis, I think I see your point. No use arricing late.
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RE: Orders

Post by Mobius »

ORIGINAL: Bismarck
I'm still thinking about this though. If you're moving to a block positiom along an enemy advance axis, I think I see your point. No use arricing late.
I really don't use Advance very much other than when I'm getting a little tired of cautiously moving individual tanks with Defend>Move. The D>M gets the tank to its end position in just one phase. The Advance is only halfway there by the time the Reaction phase rolls around.
BTW, in PW an Advance is a full speed move for half a turn and fire from a halt for the other half.
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RE: Orders

Post by Mobius »

[font=arial]Suggestion for Orders (Changes and Additions).[/font][/align][font=arial][/font] [/align][font=arial]Rush - as is.[/font][/align][font=arial]Advance - Move full speed for first phase, fire from halt reaction phase.[/font][/align][font=arial]       Reaction - Add a backward move of only 10-15m and no pivoting or firing.[/font][/align] [/align][font=arial]Defend - Move - maximum move of 25m, no pivot over 45°.[/font][/align][font=arial]           - Facing - for pivots over 45°.[/font][/align][font=arial]           - Backward move of up to 25m but no pivot over 45° to the rear.[/font][/align][font=arial]Reaction - Add a backward move max of 25m with no pivot over 45°.[/font][/align][font=arial][/font] [/align][font=arial]Engage - Same except add:[/font][/align][font=arial]            - Backup  - max of 25m but with pivoting of up to 90°.[/font][/align][font=arial]Reaction[/font][/align][font=arial]            Backup possible depending on amount moved.[/font][/align][font=arial]            1)  10-15m if moved up to half movement but no pivoting.[/font][/align][font=arial]            2)  25m if moved 25 or less with pivoting up to 30°[/font][/align][font=arial][/font] [/align][font=arial][/font] [/align]

(In all the Reaction of backward moves the unit gives up its firing.)
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