View Full Version : Immobilizing individual formations
Martin Schenkel
09 Aug 02, 01:58
I am attempting to simulate a group of formations within one force being immobilized (or having a high percentage for possible immobilization) for a period of turns. So far, I can't figure out how to do it. Shock works well, but it affects the entire force. I don't see any events that can apply to individual formations. Is there a way to change formation orders during the game, or some other way of simulating what I am trying to get?
Using the event editor I have used Garrison orders to immobilize a particular formation for a number of turns. (Then you can issue Attack or Defend orders after the desired number of turns).
I hope this helps
RhinoBones
10 Aug 02, 10:57
Originally posted by LOK
Using the event editor I have used Garrison orders to immobilize a particular formation for a number of turns. (Then you can issue Attack or Defend orders after the desired number of turns).
I hope this helps
This type of event could be extremely useful. Could you give some examples of the way you would write such an event? Write an example of an event which demobilizes a specific unit (or formation) starting at turn 5 and then activates the unit to attack starting on turn 10. Would greatly appreciate seeing how the event is written and formatted.
Regards, RhinoBones
Here is the example you asked for:
1st Event (to Garisson the formation)
Trigger the event on Turn 5
Set Formation Orders to Garisson and select the Formation you want to immobilize
2nd Event
Trigger the event on Turn 10
Set Formation Orders to Attack and select the relevant Formation
You can of course trigger on another events. I have used the destruction of a high-level HQ unit to simulate disruption of formations. In that case you just Trigger on Unit Destroyed
Martin Schenkel
10 Aug 02, 22:19
Thanks LOK. I missed the formations orders event completely. :o All is well now!
Stauffenberg
21 Aug 02, 20:44
I have a situation in this DnO extension I am working on that may interest you (44-45). I wanted the freeze mentioned above at a certain point. The problem here is the large number of formations and my need to conserve events.
My solution with this PO issue is to have track one objectives end at a certain line. Track two will carry things further, and so on. Historically the Russians advanced to the Vistula in summer-fall 44 and sat there regrouping for months.
The other option here I am considering is the use of a ceasfire during heavy mud. Not sure about that.
D.
Martin Schenkel
22 Aug 02, 12:43
Thanks for the tips. I've already run out of objective tracks, so I can't do that. Actually, I found out that because these formations enter with less than full supply and readiness, they had a tendency to reorganize by themselves. So the problem solved itself! However, I am intrigued by your idea about using a ceasefire to simulate mud. My scenario also has an important mud phase, and I've been pulling my hair since I first started the scenario, as I could never fully simulate it. At this time, I'm using heavy shock and supply reductions for 'mud'. It works well, but still not how I'd like it. I'm going to give your ceasefire idea a try (along with shock/supply reductions, to reduce movement). Thanks.
Bob Cross
23 Aug 02, 12:23
Originally posted by Martin Schenkel
I found out that because these formations enter with less than full supply and readiness, they had a tendency to reorganize by themselves. So the problem solved itself!
Never heard of any formation or unit reorganizing just because it had low supply or readiness. As far as I know, reorganization can only be caused by shock (which is totally random) or combat losses (which requires the formation to have been in combat).
However, I am intrigued by your idea about using a ceasefire to simulate mud. My scenario also has an important mud phase, and I've been pulling my hair since I first started the scenario, as I could never fully simulate it. At this time, I'm using heavy shock and supply reductions for 'mud'. It works well, but still not how I'd like it. I'm going to give your ceasefire idea a try (along with shock/supply reductions, to reduce movement). Thanks.
Regarding mud, note that the rate at which it dries out in TOAW is tied to the temperature. The hotter it is, the faster it dries out. You can see this by making a test scenario with the map painted entirely with mud. Set the temperature to "hot" and run the scenario. Most hexes will have dried out before the scenario starts. Lower the temperature and run it again. Fewer hexes will have dried out. Keep lowering the temperature. When the temperature reaches "cold" very little mud will have dried out.
This means, if you want to create a "mud sea" period, you have to lower the temperature first, with a succession of "Cold Front" events. Of course, if you lower it too far, you'll create snow instead of mud. In fact, that is the way you would create the progression from clear to mud to snow to blizzard (and back) - with the Cold Front and Warm Front events. Obviously, you must have set an appropriate level of precipitation in the editor, but Storm events can augment this.
That still may not create all the effect you need, since mud's effect in TOAW is perhaps not as debilitating as in reality.
Martin Schenkel
27 Aug 02, 05:04
Originally posted by Bob Cross
Never heard of any formation or unit reorganizing just because it had low supply or readiness. As far as I know, reorganization can only be caused by shock (which is totally random) or combat losses (which requires the formation to have been in combat).
I believe a combination of movement and lower readiness/supply also has a reorganizing effect, which is what my formations are doing.
Regarding mud, note that the rate at which it dries out in TOAW is tied to the temperature. The hotter it is, the faster it dries out. You can see this by making a test scenario with the map painted entirely with mud. Set the temperature to "hot" and run the scenario. Most hexes will have dried out before the scenario starts. Lower the temperature and run it again. Fewer hexes will have dried out. Keep lowering the temperature. When the temperature reaches "cold" very little mud will have dried out.
Thanks for pointing that out. I needed to add in some more cool fronts, and also lower the temperature.
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