Re: Formations, Reaction Turns, and Staying Put
Units given waypoints will advance 2 way points per turn and stop just before entering the 3rd waypoint hex.
If you place multiple waypoints in a hex (say 9) when a unit enters that hex it will have "crossed" 9 waypoints and move freely for three turns before turning toward the hex that has waypoint 10.
As to getting AI units to "say put" the best solution I've found is to set them as reinforcements on whatever turn you wan them to start moving. Hardly optimal, but it works. Keep in mind if AI controlled units "see" any player controlled unit all bets are off concerning staying in place (unless it's a defend scenario).
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Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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