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Orders delay

Posted: Wed Dec 14, 2022 7:38 pm
by PeterStep
Have been watching the behaviour of units that have been given specific delay orders. Does adding a delay of say 60 minutes affect the time the order is issued from the higher HQ or the time the unit implements the order? And if the latter are mandatory delays for readiness, change of movement type etc then applied?

In my mind I have a HQ issuing an order with a delay which almost makes it a 'no move before' time and if the unit has mandatory delays which are less than the specified delay then at the end of the say 60 mins it is loaded and ready to roll across the start line. Am I seeing this right?

The multi select then 'Inspect Group Waypoints' (a previous post) would perhaps help to experiment with this - still a menu option showing after the update but as per responses intentionally not functioning for multiple units simultaneously.

Regards

Peter.

Re: Orders delay

Posted: Thu Dec 15, 2022 9:49 pm
by WildCatNL
PeterStep wrote: Wed Dec 14, 2022 7:38 pm Does adding a delay of say 60 minutes affect the time the order is issued from the higher HQ or the time the unit implements the order? And if the latter are mandatory delays for readiness, change of movement type etc then applied?
The so-called voluntary delay causes the unit to wait (after the mandatory delays) with really executing the order. It's added on top of the mandatory delays. If you add 60 mins, and mandatory delays were 5 minutes combined, the unit will start executing after 65 mins.

Does this answer your question?

Re: Orders delay

Posted: Thu Dec 15, 2022 10:09 pm
by PeterStep
Thanks William - if 'with really' should be 'without really' then yes I understand that if I want a unit to act in 60 mins when they have mandatory 5 min delay then I should be adding 55 mins voluntary.

I was trying to coordinate 30+ French units to arrive simultaneously at their objectives in Colmar and it gets messy synchronising the times and I think if I amend an order by tweaking the waypoint times it can add additional delays which messes up the plan. Synch matrix desperately needed! But all plans turn to rat droppings on contact anyway.

Regards

Peter

Re: Orders delay

Posted: Thu Dec 15, 2022 11:42 pm
by byzantine1990
WildCatNL wrote: Thu Dec 15, 2022 9:49 pm
PeterStep wrote: Wed Dec 14, 2022 7:38 pm Does adding a delay of say 60 minutes affect the time the order is issued from the higher HQ or the time the unit implements the order? And if the latter are mandatory delays for readiness, change of movement type etc then applied?
The so-called voluntary delay causes the unit to wait (after the mandatory delays) with really executing the order. It's added on top of the mandatory delays. If you add 60 mins, and mandatory delays were 5 minutes combined, the unit will start executing after 65 mins.

Does this answer your question?
I've had some issues with giving units additional delays. Instead of starting after the delay they just sit there until I make another order. It happens about 20% of the time. Has this been reported before?

Re: Orders delay

Posted: Fri Dec 16, 2022 12:27 am
by WildCatNL
byzantine1990 wrote: Thu Dec 15, 2022 11:42 pm I've had some issues with giving units additional delays. Instead of starting after the delay they just sit there until I make another order. It happens about 20% of the time. Has this been reported before?
I'm not aware of problems with delays not being executed as expected. I do know folks occasionally get confused about which delay corresponds to which waypoint. I'm happy to dive into any examples you have.

Re: Orders delay

Posted: Fri Dec 16, 2022 4:39 pm
by byzantine1990
I'll need to see if I didn't delete it already but I had one turn where I had three units in a line, first unit no delay, second unit 5 minute delay in first movement order, 3rd unit 10 minute delay on first movement order.

I start the turn and the first two move as scheduled but the third sits there for the entire turn.

Re: Orders delay

Posted: Fri Dec 16, 2022 4:49 pm
by WildCatNL
byzantine1990 wrote: Fri Dec 16, 2022 4:39 pm I'll need to see if I didn't delete it already but I had one turn where I had three units in a line, first unit no delay, second unit 5 minute delay in first movement order, 3rd unit 10 minute delay on first movement order.
That's similar to how I test.
It is essential that units have the same preceding orders (Screen, Hold), and move from and into similar terrain without obstacles in-between (road movements on clear terrain are nice).
If necessary, stack all three units in the same hex, and issue the same order, with different delays. And avoid the scenario start, which waves orders delays.