Initiative shifts

Boonierat

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Hello peeps :)

Is there a way to make sure that the first player on the first turn of a scenario remains the first player for all turns without initiative changes? (except PBEM Games). As far as I know, the side with the highest overall movement capability will play first, which is quite a pain. Any ideas? :smoke:
 

Bdr.Mallette

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hey,

maybe create a unit, in an exclusion zone that consists mainly of trucks and transports. Possibly Riverine units.

have the unit in static mode or sumthin.

bdr.
 

Bdr.Mallette

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hey,

you could also edit the movement bias for one force, the one you want to keep going 2nd. This would decrease the force's overall movement ability, so you may have to assign more transports or porters etc., to compensate for the loss in movement Points (if you want to that is).

Movement bias force 1 75 (75% of MP available)

or

you could just do this for the force you always want to go first;

Force 1

Movement bias 101%


That should do it I think.

try it.
 

Boonierat

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Bdr.Mallette said:
Movement bias force 1 75 (75% of MP available)

or

you could just do this for the force you always want to go first;

Force 1

Movement bias 101%
Hmm yeah, it might work, won't be very satisfactory though, don't really want to cripple force 2 movement allowances. As you might guess Bdr, it's for a Vietnam scenario and I want the VC/NVA to always move first but since they consist mostly of foot units they lose initiative as soon as turn 2.
 

Bdr.Mallette

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okay,

just edit the movement bias of the NVA.

100 = 100% mobility with equipment they have,

110 = 110% mobility, they should have more mobility,

etc..

not sure if this will work, but in theory it should.
 

Secadegas

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Bdr.Mallette said:
hey,

maybe create a unit, in an exclusion zone that consists mainly of trucks and transports. Possibly Riverine units.

have the unit in static mode or sumthin.

bdr.
Static mode won't do it. Static (reserve) units don't count for variable initiative check.
Units in exclusion zone with high movement rates seems to be a good idea but not pretty... :eek:

From the manual:
"The initiative level of a force is partly randomized, but is strongly influenced by the average movement allowance of all friendly land units on the map not assigned to formations with a reserve status."
 

Secadegas

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Bdr.Mallette said:
not sure if this will work, but in theory it should.
I tried it and it works OK but if you want both forces under same movement bias conditions (which i don't think is the case here) this will not be enough.

The "ugly solution :eek:" it's still the best
 
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