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Turn/orders time

Posted: Fri Oct 11, 2013 5:09 pm
by TigerTC
If you get tired of micro-managing and giving orders every 20-30 minutes, here's a solution:

In the Time to Dance scenario, swing your 3 maneuver BNs left (to the south), leaving the center open for a forward defense by the Blackhorse. I did that and lost my regimental HQ (Colonel Status: KIA). After that, my turn time increased to a nice 50+ minutes -- and I was able to just sit back, relax, and watch my successful taking of Bad Neustadt without having to issue a lot of those pesky orders.

RE: Turn/orders time

Posted: Fri Oct 11, 2013 5:12 pm
by CapnDarwin
[:D] Funny. You could also just go AI vs AI. No orders to deal with at all.[;)]

RE: Turn/orders time

Posted: Fri Oct 11, 2013 5:28 pm
by TigerTC
From my staff summary report:

"Your heroic death in battle saddens us all."

"* In recognition of your efforts your surviving family will receive full pension benefits calculated at the next higher rank."

I still got a 77% Contested Battle.

RE: Turn/orders time

Posted: Fri Oct 11, 2013 6:07 pm
by Mad Russian
The news of your death saddens us here too!

Good Hunting.

MR

RE: Turn/orders time

Posted: Fri Oct 11, 2013 7:17 pm
by TigerTC
So after a couple of hours, my orders/turn time was down to the low 30s.

I assume that the huge hit early recreated the chaos of losing the commander, but as the new commander assumes control, the delay gets reduced?

RE: Turn/orders time

Posted: Fri Oct 11, 2013 7:22 pm
by Mad Russian
Correct. You were replaced by your very efficient second in command.

He's also the one that arranged to get the body sent home for burial. [:(]

Good Hunting.

MR

RE: Turn/orders time

Posted: Tue Oct 15, 2013 8:23 am
by jnpoint
I don't understand. I'm playing the same scenario, but my turn times are always between 30 and 40 minutes although my HQ is intact.

RE: Turn/orders time

Posted: Tue Oct 15, 2013 9:04 am
by CapnDarwin
jnpoint, overall readiness impacts the command number so it can be different depending on what you are doing.

RE: Turn/orders time

Posted: Tue Oct 15, 2013 9:52 am
by Mad Russian
Things like having your headquarters repeatedly hit by artillery fire, units out of command range, etc. all affect the length of the command cycle. Each of those is different not only from gamer to gamer but from one time period of the scenario to another.

Good Hunting.

MR