Adding delays to orders to coordinate attacks

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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chrisol
Posts: 214
Joined: Sat Jan 05, 2008 8:16 pm
Location: Cambridge, UK

Adding delays to orders to coordinate attacks

Post by chrisol »

Apologies if this is in the manual... is it possible to add delays (or a set time) to orders/waypoints in order to coordinate an attack in advance ? (I'm thinking of different units advancing, or artillery strikes set to begin just before a unit sets off).

Thanks
Chris
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OldSarge
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Location: Albuquerque, NM

Re: Adding delays to orders to coordinate attacks

Post by OldSarge »

The short answer is yes delays can be induced to coordinate efforts.

The longer answer is it is in the manual please see 22.1.2 for waypoints and 22.2 for indirect time to impact delays. Plenty of opportunity to get everything working to a schedule, if you have the patience. :lol:


HTH
You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy.
Jeffrey Sinclair, "Infection", Babylon 5
chrisol
Posts: 214
Joined: Sat Jan 05, 2008 8:16 pm
Location: Cambridge, UK

Re: Adding delays to orders to coordinate attacks

Post by chrisol »

Perfect - thanks…
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