questions about forces?

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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VALENT PHILIPPE
Posts: 103
Joined: Fri Jul 11, 2003 4:52 pm
Location: france

questions about forces?

Post by VALENT PHILIPPE »

:mad: what the differences beetween supreme force, organic super force andorganic sub force? does i have to split this differents forces? how attach one force to another, like all the artillery together ? which touchs ? i don't understand shift and clic or ctrl and click. please answer me. thinks .phil
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MarkShot
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Post by MarkShot »

Supreme Force = The ranking unit on map. It's primary important in game terms is that it is considered by your alter-ego. So, it is the root node (chain of command) from which all order delay propagation times is calculated. Also, order delays have a proximity basis in HTTR (not sure about RDOA). So, it often pays to keep the supreme HQ in proximity to the action, but safe behind the fighting. Don't ask me more about order delays. This is one of the topics that never understood the internals too well in either RDOA or HTTR. I just deal with it as: everything takes time and it always takes more time than you can tolerate as a commander. :)

Organic = This is the chain of command/organizational structure that exist by default if you don't regroup/divide forces and issue orders. It exists at the start of a scenario and can be reconstituted by issuing the REATTACH command. I believe in HTTR (don't know about RDOA) that there are some order delays benefits to trying to maintain organic groupings as opposed to completely restructuring commands. The best person to answer this question would be either Dave or Paul.

Ctrl-LClick = Add or remove individual units from a selection. Thus, you can restructure forces by giving an order in this manner. Note, any unit selected which has subordinates, then automatically include subordinates. Thus, I often tend to divide forces/regroup/issue orders in a bottom up fashion.

Shift+Arrow Keys=Allows you to traverse the chain of command while at the same time highlighting units. Useful for some selections.

Did you get any documentation with the game?

Is there a PDF version of the RDOA manual available? I know there was a PDF tutorial available for the demo.

Here is a link to one demo download location:

ftp://ftp.sunet.se/pub/pc/games/gamesdo ... ltDemo.exe
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Golf33
Posts: 701
Joined: Sat Mar 29, 2003 6:54 am
Location: Canberra, Australia

Post by Golf33 »

Phil, also check out my answer in this thread about Drive On Loenen.

To attach all the artillery together, hold down the Shift key and left-click on each artillery unit in turn until they are all selected. Then issue an order to this group of units. You will see that one of the selected units takes charge of the rest!

Whether you split your forces depends on what you want to do. In Drive On Loenen, you have a Regiment containing three Battalions and a few other units. If you want the whole Regiment to do the same thing (for example, make a coordinated attack on Loenen), then it's usually best to issue the orders only to the Regiment HQ. It will then give orders to the other units to make sure they all move together and start the attack at the same time.

If you want two battalions of the Regiment to do one thing, and the third battalion to do something else, then issue one order to the Regiment HQ, and a different order to the third Bn HQ. For example you might order the Regiment to attack Loenen and order one battalion to attack a different objective.

In general smaller units (like battalions) react to orders and move faster than big units (like Regiments). The tradeoff is that coordinating the efforts of several smaller units is much harder than allowing a single big unit to coordinate itself. For example, giving an attack order to a Regiment HQ will take a fair while for the order to be given to each Bn and then to each Coy; and then a fair while for the units to move to their attack position (called an "FUP" or "Forming Up Point"). However, all three Bns will make the attack at the same time which is a very powerful force!

Issuing separate attack orders to each Bn HQ will take much less time for the orders to be given to the Coys; and the Bns will move quicker to their FUPs. However, unless you are really really lucky, each Bn will start the attack at a different time so the enemy only has to deal with one or two at a time, instead of all three.

Deciding when to use a big force instead of several smaller forces comes with experience, so keep trying different combinations and see what works!

You will also be glad to hear that a Strategy Guide will be coming out shortly after HTTR goes on sale that will contain these and other useful tips to help you learn to win the game!

Regards
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VALENT PHILIPPE
Posts: 103
Joined: Fri Jul 11, 2003 4:52 pm
Location: france

Post by VALENT PHILIPPE »

:cool: THINKS for all informations you give to me :D i work all . The WE will be hard , i don't bore , fantastic! still thinks. phil :)
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