Help With Assault Times...

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Panther Paul, Arjuna

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Marshal Villars
Posts: 976
Joined: Fri Aug 21, 2009 10:40 am

Help With Assault Times...

Post by Marshal Villars »

Hey guys.

Assault times. My units keep slipping them. How do I prevent this?

I am confused as to why units which are at an FUP 18 hours in advance have any assault time slippage at all (often reporting they need 4 extra minutes).

Other times I am confused as to why a battalion which has agreed to an assault time will sleep through it.

Anyone else scratching their head?
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Fred98
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Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

RE: Help With Assault Times...

Post by Fred98 »

In the tutorial scenario, when the scenario begins and everybody is fresh, the slippage can be up to an hour.
 
Makes coordination difficult.
 
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Marshal Villars
Posts: 976
Joined: Fri Aug 21, 2009 10:40 am

RE: Help With Assault Times...

Post by Marshal Villars »

I would really love some help on this. I will start posting examples of what isn't making sense to me in here in a few days.
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