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Old June 22nd, 2016, 03:47 AM
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shahadi shahadi is offline
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Potion Re: Airborne Deployment

Airborne Operations - AI Para Advance

I was no-joy getting an AI controlled Para platoon (player 2) to advance by waypoint when battle type is Player 1 advance or assault. Although, the platoon did advance when the battle type was Meeting Engagement or Player 2 advance or assault, unfortunately the platoon would continue to advance to engage nearest Player 1 unit.

The only way I could get an AI platoon to drop to a DZ in a defensive formation was to deploy the platoon as I wanted around the defensible area save one unit I reserved for the drop. The drop was set in the Editor as turn 1 with the remaining platoon reinforcement turns set to 2. The dropped unit did not have a reinforcement turn set.

Please see Game Guide for Advanced Waypoint Usage by Pyros. Unfortunately, I could not get it to work in v 10. Here is the relevant part:

“Advanced Waypoint UsageNext, I will present you, two examples of the advanced usage of the waypoint mechanism: 1. Waypoints combined with Airdrop: There are two possibilities (either buy separate cargo planes or by using a formation that includes cargo planes). I recommend you using formations that include the cargo airplane.

First, you must assign the waypoint marks before you load the troops into the cargo planes. Then, plot the airdrop location (mark) somewhere in the map and set it for turn #1. As a result of the above process you will get an (airdropped) infantry formation that will start normal WP movement toward the Waypoint mark No #4. If the Airdrop is not set for Turn #1 but for turn #N, then the units (once airdropped) will start moving toward the Waypoint mark No #(3+N) Limitation: You must make sure that all formation units enter (airdrop) the game at the same reinforcement turn.

2. Waypoints combined with Reinforcement Entry mechanismBefore you set the unit as reinforcement, you may plot a waypoint path. Then if you set the unit as reinforcement for turn #N, the unit (formation) will start the Waypoint movement toward the Waypoint mark #(1+N). This method may be used for solving the problem with the irrational movement phase of scout vehicles (they ignore waypoints for the first three turns). Simply, set the reinforcement entry turn for the scout vehicles to be turn #3, and then the scout/light vehicles will move normally toward the Waypoint mark #4. Limitation: You must make sure that all formation units enter the the game at the same reinforcement turn.”

Sorry. Best I can do. But, I hope this helps.
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