Question on delayed orders

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Fred98
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Question on delayed orders

Post by Fred98 »

In the options, is it possible to set the orders delay to "on" for one side and "off" for the other side.

It might be a way to make the AI more competitive.

Could also be used if an experienced player were playing a newby.
MarkShot
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Post by MarkShot »

No, in RDOA/HTTR it impacts all sides equally.

During HTTR development, originally both sides had order delays waived for the first 59 minutes of a scenario. However, a new feature was added such that order delays can be imposed immediately for one side or the other at the start of a scenario. This effectively simulates the surprise that an enemy might experience by a sudden airborn operation, etc... In any case, reinforcements always have order delays waived for the first 59 minutes regardless of the initial setting for the scenario.

The only handicaps that can be given in MP games concern: reinforcements (more or less; if included as options by the designer), supply (more or less), and weather. Which, of course, raises the question under what circumstances does weather have a differential impact upon the two sides in a scenario?

{Dave, care to elucidate that one for us? Thanks.}
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Arjuna
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Post by Arjuna »

While it is certainly true that the sun shines and the rain falls equally on all, not everyone is affected equally. For instance, an attacker may benefit far more by reduced visibility, brought about by heavy rain, than would the defender. It may allow the attacker to close with the defender before receiving fire.

Otherwise, we have not i8ncluded any handicapping for sides.
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MarkShot
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Post by MarkShot »

That's interesting, since I might have thought that rain/snow is actually a bonus for the defender. I would have thought that poor ground conditions would make it harder for the attacker to cover ground both in transit and while assaulting.

Additionally (if modeled), the side with air superiority would loose that advantage during bad weather conditions.

{Dave, I thought I read in the documentation somewhere that HTTR limits airstrikes based on weather? Which leads me to one other question ... if true, does the player loose the air strike or is it just deferred until suitable weather appears? (assuming it does)}

Thanks.
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Post by Beery »

Anything that cuts down visibility (rain, falling snow, fog, etc.) benefits the attacker. Anything that hampers movement (mud, fallen snow, ice, etc.) favours the defender.
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