.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   WinSPMBT (http://forum.shrapnelgames.com/forumdisplay.php?f=78)
-   -   Artillery Delay and Supression - One Post - Two Can's of Worms (http://forum.shrapnelgames.com/showthread.php?t=42871)

Wdll April 17th, 2009 05:53 PM

Re: Artillery Delay and Supression - One Post - Two Can's of Worms
 
Thanks.

narwan April 18th, 2009 11:27 AM

Re: Artillery Delay and Supression - One Post - Two Can's of Worms
 
Quote:

Originally Posted by Imp (Post 686381)
Once a unit fails its rally check the next person up in chain of command tries if he has not yet failed his & has contact.

Not quite, if you rally a non-command unit it's platoon leader will be the first to try and rally the unit. Only after the platoon leader fails will the unit use it's own rally attempt.
So start with rallying the fighting units in a platoon, not the platoon leader. Also be aware of which units needs the rallying the most, not just at the start but also possibly during the turn when additional suppression can occur due to opp fire. Be discriminate in how you use your rally attempts.

Being in contact is important but also distance to a leader. Stay within 5 hexes of the direct command unit and you've got the best chance of rallying.

Once the platoon leader fails his rally attempt the company commander can be used to rally them. But (and here's an advanced trick) now you can also us the company commander for rallying non-command units even though he's some distance away (using the basic deployment for foot infantry formations: platoon commander up to 5 hexes behind the rest of the platoon and the comp commander up to 5 hexes behind the platoon commanders). He won't be able to rally right away but you can move him into range (5 hexes from the unit you want to rally (provided that unit is also 'in contact') and back out after the rallying (he can rally while being transported). That's an important reason to keep a fast transport close to a company commander. Now he can be used to quickly move to that spot where you desperately need to rally a unit.

Narwan

Imp April 18th, 2009 12:28 PM

Re: Artillery Delay and Supression - One Post - Two Can's of Worms
 
Like I said nice & clear cheers for that must admit I thought unit tried first then platoon leader not the other way round.

narwan April 18th, 2009 12:49 PM

Re: Artillery Delay and Supression - One Post - Two Can's of Worms
 
Quote:

Originally Posted by Imp (Post 686549)
Like I said nice & clear cheers for that must admit I thought unit tried first then platoon leader not the other way round.

A non command unit will look for a higher up first. A command unit will try to rally itself first. So the platoon commander will try to rally himself even if in range of the company HQ. That's why it's important not to try and rally him until you're sure you don't need the rally attempts for his underlings.

It's also why I prefer not to have the company HQ in range of the forward fighting units. Those will look for ANY superior HQ to try and rally so you may end up seeing the company HQ used for non-critical rally attempts. But that's just for standard situations. If it's a critical sector then the HQ goes in for close rally support as just about every rally attempt will be important.

Narwan


All times are GMT -4. The time now is 05:09 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.