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Command delay

Posted: Thu Mar 01, 2012 4:42 pm
by CSO_Talorgan
Some of you may be old enough to remember the Yacquinto trilogy (Panzer, 88 and Armour). It had a neat way of portraying the difficulties of commanding "inferior" troops. They had to have their orders plotted a turn in advance. For really bad troops orders had to be written two moves in advance. This stifled movement somewhat but was less of a problem in defence.

Guess there's no way of having this in ATG?

RE: Command delay

Posted: Thu Mar 01, 2012 5:00 pm
by british exil
I remember playing a Waterloo game on my Amiga500. You had to pass your orders on to a rider, who would ride to the divisions with orders to move, fall back, attack etc.

Sometimes the courier would not make it as it had been killed by the enemy.

The response from the divisions commander would be then given to the courier and he would then have to ride back to my command post.

Again being targeted by the enemy.

Was frustrating when orders were lost or were not followed. But was great fun.

Wish I could get these old games again and play then on Windows7.

Mat

RE: Command delay

Posted: Fri Mar 02, 2012 2:15 am
by kvob
That was Dr. Peter Turcan's Waterloo. I believe it is available for PC as Abandonware.

RE: Command delay

Posted: Fri Mar 02, 2012 5:35 pm
by Jeffrey H.
I remember the Yaquinto games, going even further back was Air Force/Dauntless and Flattop, all of those were picked up by AH. The three you mentioned essentially competed with the SL/ASL series and were not picked up by AH. Not sure how such a feature could be ported in ATG, command delay essentially. I suppose FOW is a type of delay mechanic although not really a good one. Also, readiness and morale essentially take over to cover some of those types of issues.

RE: Command delay

Posted: Fri Mar 02, 2012 10:16 pm
by british exil
ORIGINAL: kvob

That was Dr. Peter Turcan's Waterloo. I believe it is available for PC as Abandonware.

Yes got it. runs on MS-DOS.
Thx

Mat

RE: Command delay

Posted: Sat Mar 03, 2012 4:18 pm
by Tac2i
From my personal collection of wargames...
ORIGINAL: CSO_Talorgan

Some of you may be old enough to remember the Yacquinto trilogy (Panzer, 88 and Armour). It had a neat way of portraying the difficulties of commanding "inferior" troops. They had to have their orders plotted a turn in advance. For really bad troops orders had to be written two moves in advance. This stifled movement somewhat but was less of a problem in defence.

Guess there's no way of having this in ATG?


Image

RE: Command delay

Posted: Sun Mar 04, 2012 11:03 pm
by ernieschwitz
ORIGINAL: Jeffrey H.

I remember the Yaquinto games, going even further back was Air Force/Dauntless and Flattop, all of those were picked up by AH. The three you mentioned essentially competed with the SL/ASL series and were not picked up by AH. Not sure how such a feature could be ported in ATG, command delay essentially. I suppose FOW is a type of delay mechanic although not really a good one. Also, readiness and morale essentially take over to cover some of those types of issues.
Not to mention combat bonuses from HQs when far away... that is perhaps the best way it is simulated.

RE: Command delay

Posted: Sun Aug 26, 2012 7:22 pm
by CSO_Talorgan
ORIGINAL: Webizen

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That's them!