Another question...

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

Post Reply
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

Another question...

Post by JudgeDredd »

Sorry - you must get fedup a year down the road when people pick your game up and you have to explain things again

I gave this HQ a move order on D2 at 19:03. The unit had already been resting for quite some time but didn't move and sat in it's rest state until (roughly) 03:00 or 04:00 on D3. I guessed it just had an aversion to moving (perhaps there was supply issues or something as well)...regardless...they eventually started moving to where they were ordered...except for the 3 units at the bottom of the pic - who are now 3 clicks away from the HQ and two lead companies.

Any reason for this? I know you've factored in a "reserve" coy...is B Coy just being held in reserve and protecting the two platoons (1 AG Platoon and a mortar platoon)? I just thought it was odd that B Coy was so far away...it would take quite some time to catch up with the main force if it was required. It can't be fatigue - because the highiest fatigue level of the 3 units is 3%. Fuel and other supplies seem to be in plentiful supply for all units.

Also - each of the 3 units is showing Resting at 03:04 and 03:34 in the log.

Any ideas please?

Image
Attachments
Snap1.jpg
Snap1.jpg (405.45 KiB) Viewed 76 times
Alba gu' brath
User avatar
Major SNAFU_M
Posts: 585
Joined: Thu Nov 03, 2005 4:36 pm

RE: Another question...

Post by Major SNAFU_M »

I'll take a stab at answering.

I'veonly had the game a few months and still have questions myself, but what I think you are seeing is normal behavior.

Remember that it is winter time and it gets dark early in many of the scenarios. Troops don't like to move in the dark , in the Cold and snow,ect.

So what you are seeing is them processing the order, and if you didn't change the rest requirement, they will wait until near-dawn to form up and m I've out. If you want them to move. Immediately, you will need to change the rest setting (and accept higher fatigue).

I don't always understand why units get spaced out they way they do, but I am still learning, so I will leave this one to the more experienced .

"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: Another question...

Post by JudgeDredd »

Well, I understand troops don't want to move in the night - though when I was in the forces, that's pretty much when we did our moving - but lets just say that's the case.

In the example I've shown, no-one is suffering fatigue...it's at a massive 3% - that's just not enough of a fatigue level to force the unit to stay whilst the rest of the units moved out.

Unfortunately, I don't have any info on when the units actually moved out - so I have no knowledge of what fatigue levels were present when the order was given and when the units started to process the order - but seemingly the HQ, A and C Coy were not fatigued enough to prevent them from moving out.

So perhaps I should ask the question in this way - would an HQ and it's subordinates sit still if any one (or more) of the units were over fatigued? If that's the case, then I would expect the picture above to be different in so much as all units were of sufficiently low fatigue at the point of processing the order to move out. However, if that's not the case, then it is possible that B Coy and the 2 platoons were more fatigued than the rest of the units - in which case they have been left behind to recover (as the picture seems to denote).

So - would an HQ process it's commands to it's subordinates and move out even if one or more of it's subordinates could not do so because of fatigue (or some other reason?).
Alba gu' brath
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: Another question...

Post by wodin »

Make sure the no rest box is ticked...otherwise when night hits they will rest.
Lieste
Posts: 1823
Joined: Sat Nov 01, 2008 10:50 am

RE: Another question...

Post by Lieste »

The units have been left with the mortars, which suggests that:

this is the reserve location (AFICR unlikely as the HQ is 3km further on).
the unit B.10 is fatigued (unlikely that is would have recovered to 3% so probably not why it halted)
the unit mor.10 is fatigued - much more likely - and B.10 is the rearguard waiting for mor.10 to move before joining behind it... as it is halted at night it has gone to rest instead of move/defend.

In this case I might 'drop' mor.10 and see if B.10 and C.10 rejoin (I suspect they would).
I'd then either move mor.10 with no-rest options and then allow them to rest once in place, which would give them some rest immediately prior to dawn... Or allow them to rest, and push them forward to be in place in the morning (but some of the rest would be undone by the move).
Personally I think I'd move first, then rest, but it does depend on supply state and timings too - to ease the burden on supply I tend to wait for supply arrival before moving artillery forwards (otherwise the supply journey takes longer and is more susceptible to interdiction/losses).

User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: Another question...

Post by JudgeDredd »

ORIGINAL: wodin

Make sure the no rest box is ticked...otherwise when night hits they will rest.
I reckon that will be the problem I have with rested units not moving in the night...thx Wodin

I'd still like to understand what happened with B Coy being left behind though.

By the way - I'm not trying to pick holes in the game and I certainly don't want to annoy by bringing things up that may well have been answered - trying to understand it really. It's true I haven't read the manual - but with my recent discovery of bad memory - reading manuals and playing a game is not an option for me - it's simply a waste of time as I do not retain any info...the only way I seem to retain information nowadays is through repitition. So essentially I play whilst looking through the manual for specifics - in the hope that playing and reading/re-reading will enforce the knowledge in my mind.
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: Another question...

Post by JudgeDredd »

ORIGINAL: Lieste

The units have been left with the mortars, which suggests that:

this is the reserve location (AFICR unlikely as the HQ is 3km further on).
the unit B.10 is fatigued (unlikely that is would have recovered to 3% so probably not why it halted)
the unit mor.10 is fatigued - much more likely - and B.10 is the rearguard waiting for mor.10 to move before joining behind it... as it is halted at night it has gone to rest instead of move/defend.

In this case I might 'drop' mor.10 and see if B.10 and C.10 rejoin (I suspect they would).
I'd then either move mor.10 with no-rest options and then allow them to rest once in place, which would give them some rest immediately prior to dawn... Or allow them to rest, and push them forward to be in place in the morning (but some of the rest would be undone by the move).
Personally I think I'd move first, then rest, but it does depend on supply state and timings too - to ease the burden on supply I tend to wait for supply arrival before moving artillery forwards (otherwise the supply journey takes longer and is more susceptible to interdiction/losses).

Thanks for that Lieste - but as I said, the max fatigue is 3% - and that's B Coy. I suppose they could have been more fatigued before nightfall and with what Wodin said, they've just stuck it out as they don't want to move in the night - so there could be an explanation for this...it seemed odd - that's all.

I'll defo have to remove the tick from the no rest box and rest the units myself - I really don't want units sitting about doing bugger all at night if they are fit to fight/travel!
Alba gu' brath
User avatar
Major SNAFU_M
Posts: 585
Joined: Thu Nov 03, 2005 4:36 pm

RE: Another question...

Post by Major SNAFU_M »

As Wodin said much more concisely than I did, the default behavior of units -regardless of their fatigue levels- is to rest at nit. I guess it is the soldier's grab sack time when and where you can. You have to set the rest option to "none" to give emphasis to your orders. In effect choosing to make them move *now* rather than execute your orders when they "normally" would.

The possibility of the mortars being fatigued sounds like a good bet.

I I'll also call your attention to the stragglers tick box. Check it if you want fatigued units to be left-behind when a unit advances. If you in-check it, then no one will advance when one unit becomes too tired to move. Unless you override this with rest set to none. I haven't expressly tried this combination.

"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"
Post Reply

Return to “Command Ops Series”