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RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 12:37 pm
by cymloveselva
I would really like to know the reason Mr. Norm put these two options into the game...[8|]

RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 12:58 pm
by Karri
I think this situation can only be solved with random executions.

RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 1:12 pm
by invernomuto
ORIGINAL: JAMiAM

ORIGINAL: sPzAbt653

Artillery supports cooperative units within range on defense . Don't use Tactical or Local settings as the units will then move around willy-nilly and either run into a ground attack or move in a silly direction.
Artillery on Tactical Reserve no longer does this. It will support without moving. This change was in the last patch, or the one before. Forget which.

But does Art units digged in support hexes in range attacked by enemy units? If so, what's the benefit of setting arts in Tactical reserve?


RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 1:19 pm
by Karri
ORIGINAL: invernomuto

ORIGINAL: JAMiAM

ORIGINAL: sPzAbt653

Artillery supports cooperative units within range on defense . Don't use Tactical or Local settings as the units will then move around willy-nilly and either run into a ground attack or move in a silly direction.
Artillery on Tactical Reserve no longer does this. It will support without moving. This change was in the last patch, or the one before. Forget which.

But does Art units digged in support hexes in range attacked by enemy units? If so, what's the benefit of setting arts in Tactical reserve?


1. If they have no MP's left and thus can't dig in, you can set them on Tactical Reserve, and thus they support everything.
2. If your turn ends early and you haven't dig them in, but have them on TR they give the support.
3. When on the attack they support.

RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 2:21 pm
by Curtis Lemay
ORIGINAL: invernomuto
But does Art units digged in support hexes in range attacked by enemy units? If so, what's the benefit of setting arts in Tactical reserve?

If you dig them in, they can't directly support attacks for the rest of the turn, and they can't move, to keep up with the advance of the front for the rest of the turn.

In tactical reserve, they provide the same indirect support as dug-in, plus, when the combat round catches up to them they can provide direct support, and if the front advances, they can still be moved forward to stay in range of the action.

RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 4:09 pm
by a white rabbit
ORIGINAL: ColinWright

ORIGINAL: brucekg

OK, OK. Take it outside before I call the SP.

Kind of funny, really. I mean, it's like there's this guy who's getting all worked up about how I like flashy ties.

..figures...[:'(]

..tho i'd have thought belt-buckles, but, i can't be right all the time..

..me, i go for waistcoats..

RE: Tactical Reserve & Local Reserve

Posted: Sat Feb 02, 2008 5:43 pm
by ColinWright
ORIGINAL: Karri

I think this situation can only be solved with random executions.

Worked when I was a school teacher.

RE: Tactical Reserve & Local Reserve

Posted: Wed Jun 13, 2012 12:58 pm
by Champagne
Could we re-visit this great thread? Are any updates necessary in light of the latest versions of the game?