Thread: Battle scripts
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Old March 3rd, 2004, 11:47 PM

Norfleet Norfleet is offline
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Default Re: Battle scripts

Scripts go hand-in-hand with formations: It's kind of like planning a sports move. You lay out your squads, or players, and then give them instructions on what to do. A squad of units can be given only a few basic orders: Attack something, Hold and Attack something, Fire at something, Fire and Flee, and Guard Commander. These are pretty self-explanatory orders.

Commander orders are somewhat more complex:
In addition to one of the above basic orders, you can give them up to 5 specific orders, such as casting a specific spell, casting an automatically chosen spell, etc, as well as a few commander-specific basics, such as "Stay Behind Troops" and "Cast Spells".

One helpful trick, to get a flying attack squad that can execute a hold and attack for something other than the basic wait-2, attack, is to give a squad of fliers an order to Guard Commander on a flying Commander, then give your Commander orders like (Spells)(Spells)(Spells)(Spells)Attack rear.

This will cause the entire squad to, instead of rushing ahead after two rounds, hold their position longer, guarding the commander, while your ground troops advance and engage the enemy. Then after the commander exhausts his 4 Hold or Cast Spells orders, he'll fly and attempt to attack the enemy's rear....and the flying squad, having been told to Guard Commander, follows him!

Naturally, this will put your flying commander at risk: Make sure he isn't the only commander, in case he buys it.
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