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delayed move

Posted: Wed Feb 03, 2010 6:26 pm
by captain curruthers
id like to see a unit option to delay moves.eg:- a unit waits 5 days before starting its ordered move. not only would this make co-ordinating moves easier but it would remove a lot of 'wasted' moves when trying to combine units or movement to ships etc :cool:

Posted: Wed Feb 03, 2010 6:34 pm
by Generalisimo
captain curruthers wrote:id like to see a unit option to delay moves.eg:- a unit waits 5 days before starting its ordered move. not only would this make co-ordinating moves easier but it would remove a lot of 'wasted' moves when trying to combine units or movement to ships etc :cool:

Actually, something like that will be great if it had some chance of failure... so, you will not be 100% sure that the units that you ordered to move from A to B on Y days will arrive on the exact time that you calculated... ;)

Posted: Wed Feb 03, 2010 7:09 pm
by lodilefty
In the 'other' AGEOD games the coordination of moves is much easier due to the Command and Control rules with 'Army Move'

WIA has a 'Simple' C&C rule, where we gain the simplicity of no Army/Corps/Division building, but lose this coordination....

Historically, none of the participants in the North American wars depicted were particularly good at coordination anyway, either because of the difficult terrain [as compared to Europe] and difficult egos [like, you know, Charles Lee ;) ]

Posted: Wed Feb 03, 2010 7:40 pm
by captain curruthers
Historically, none of the participants in the North American wars depicted were particularly good at coordination anyway, either because of the difficult terrain [as compared to Europe] and difficult egos [like, you know, Charles Lee ]


accepted but co-ordinated moves is only a part of the problems created by 30 day moves(or any length).the big issue,i think,are wasted moves waiting for things that only take a few days.

Actually, something like that will be great if it had some chance of failure... so, you will not be 100% sure that the units that you ordered to move from A to B on Y days will arrive on the exact time that you calculated


thus still simulating movement problems while removing a lot of the 'wasted' days :thumbsup:

Posted: Thu Feb 04, 2010 3:58 pm
by arsan
captain curruthers wrote:accepted but co-ordinated moves is only a part of the problems created by 30 day moves(or any length).the big issue,i think,are wasted moves waiting for things that only take a few days.


Hi!
What kind of things you have to wait for??
Probably you already know all of this, but just in case... :)
Do you now you can and order to build or destroy something and move on the same turn?? the stack will wait until the building/destroying is finished before moving along.
For combining units, you can order a "stack A" to merge with "stack B" when B is on the move.
"A" will try to catch "B" on route or follow him to "B's" destination and merge there. This is quite useful for gathering units on a big army without the army having to wait for everybody before starting the campaign. :thumbsup:
... of course enemy presence nearby can make things a little risky ;)
Cheers!

Posted: Thu Feb 04, 2010 4:04 pm
by captain curruthers
avoiding enemy interception,slow moving units(supply wagons,artillery)joining other units,land units moving to the coast/harbour and joining fleets are just examples that pop into mind :D