whole stack movement

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

Moderator: MOD_Flashpoint

Post Reply
CmdSoda
Posts: 53
Joined: Sun Nov 17, 2019 8:56 am

whole stack movement

Post by CmdSoda »

* Start "Turoial #1 - The Basics"
* Select the first stack (1/ACR Trp and 2/ACR Trp)
* Press Ctrl-S to select the whole stack
* Do a "Move Hasty" to "Bad Dürrheim" (hex 2222)
* "Commit"
* "Screen"

I'm expecting both counters to move to 2222 but one of them only moves to 2122.

Can someone else confirm this behavior?
User avatar
Stimpak
Posts: 737
Joined: Sun Aug 23, 2015 4:07 pm
Location: BC, Canada

Re: whole stack movement

Post by Stimpak »

That is normal. Units will space themselves put to avoid traffic jams or stacking up for enemy artillery to hit them. If you want them to wnd up on the same hex then you can adjust their waypoints after giving the group order.
CmdSoda
Posts: 53
Joined: Sun Nov 17, 2019 8:56 am

Re: whole stack movement

Post by CmdSoda »

I understand and that makes sense. Still, I'm surprised that the program doesn't follow my explicit commands. If I had wanted them to split, I would have commanded it. After all, that's the point of giving a command to an entire stack, otherwise I could refrain from doing it.
User avatar
CapnDarwin
Posts: 9535
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

Re: whole stack movement

Post by CapnDarwin »

Look at it this way. You gave a movement order to a company to go to a location. They will move out in the fashion they best want to do (by doctrine) and minimize possible losses. If you want units to move clumped, order each unit and make sure waypoints match up. They may still try to deconflict the hex depending on SOP/Order settings.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
byzantine1990
Posts: 169
Joined: Sat Aug 13, 2022 8:14 pm

Re: whole stack movement

Post by byzantine1990 »

CapnDarwin wrote: Tue Nov 29, 2022 7:34 pm Look at it this way. You gave a movement order to a company to go to a location. They will move out in the fashion they best want to do (by doctrine) and minimize possible losses. If you want units to move clumped, order each unit and make sure waypoints match up. They may still try to deconflict the hex depending on SOP/Order settings.
Is there any way to select multiple units from the OOB screen? Sometimes it would be nice to select from the list rather than finding them in a bunch of stacks.
User avatar
WildCatNL
Posts: 840
Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

Re: whole stack movement

Post by WildCatNL »

byzantine1990 wrote: Tue Nov 29, 2022 8:32 pm Is there any way to select multiple units from the OOB screen? Sometimes it would be nice to select from the list rather than finding them in a bunch of stacks.
Sadly, no. Would be nice to have.

William
William
On Target Simulations LLC
IronMikeGolf
Posts: 1077
Joined: Fri Mar 19, 2010 7:53 pm

Re: whole stack movement

Post by IronMikeGolf »

I have to disagree, based on professional experience.

You do this in the real world by selecting HQs and subordinates. Now, if you need to assemble an ad hoc group, you really should resubordinate units (like attaching a supporting unit like Air Defense, Engineer, or Anti-Armor, etc), then select by HQ and give a Group Order.

Now, if you're talking "I have one company HQ and that's A Company, but the platoons are all shot up, so I need a good platoon from B Company and that platoon from C Company" or you just are looking at what/who is closest to where you want them to go? Nope. It doesn't work like that in the middle of a battle. That's desperation time and an exception.

Has that ever happened in real wars? Sure. Do you know about when it didn't work out so good? Probably not. Success stories get made into movies.

If you do that, there probably should be a significant debuff. increased order delay for sure. Probably ripples down into direct fire effects. Artillery requests become slower. Hmmm, yes, something to add to the road map. Thanks for the suggestion. I do like ideas about how to add friction to things!
Jeff
Sua Sponte
Post Reply

Return to “Flashpoint Campaigns Southern Storm”