quickest movement

Discussion in 'Command Ops Series' started by Jerowen, Mar 6, 2017.

  1. Jerowen

    Jerowen Member

    Joined:
    Mar 6, 2017
    Messages:
    4
    Likes Received:
    0
    Hey guys,

    Just got this game last week and I'm having a blast with it! :)
    One problem I sometimes get is that my units move a bit slow. What I mean is: Sometimes I just want my units to rush in and capture a point. Of course, when this capture point is heavily defended, my units will halt and fire. Which is fine.
    However, sometimes a capture point is only defended by a weak enemy unit, while I'm charging in with an armored battalion :). however, the whole battalion stops and takes it time to first destroy/ rout the enemy unit before capturing. Is there a way to increase their capture speed?

    Also, sometimes I just want to move my units from A to B, while ignoring enemy units. is there a way to do this? very often my units come across enemies which heavily slows down their movement, while I just want them to go to their destination asap.

    thanks lads!
     
  2. Kurt

    Kurt Member

    Joined:
    Jan 4, 2015
    Messages:
    635
    Likes Received:
    28
    Hi Jerowen , When I want to move my units quickly into an objective I do not issue an attack order . I usually issue a MOVE order with arrow-head formation and maximum losses, aggression , shortest route . I have found that on balance this method gets physical possession quicker than an attack , give it a try .
     
    #2 Kurt, Mar 6, 2017
    Last edited: Mar 6, 2017
  3. Kurt

    Kurt Member

    Joined:
    Jan 4, 2015
    Messages:
    635
    Likes Received:
    28
    okay here is an example of this method ; Here I issue a move order ,
    1.png
    and a progress report , 3.png
    and again , 4.png
    one of my infantry companies has crossed the river , 5.png
    and then finally I have the village . 6.png
    There was no planning or tactical consideration here , just a hasty , mindless rush towards the objective . But it worked in 3 hours .
     
    #3 Kurt, Mar 6, 2017
    Last edited: Mar 6, 2017
  4. Kurt

    Kurt Member

    Joined:
    Jan 4, 2015
    Messages:
    635
    Likes Received:
    28
    Whatever your loss and aggression settings , your men will not ignore incoming fire and will occasionally pause to return fire . The only troops who will advance under fire without concern for casualties are the Russians , but they take heavy losses doing this and usually break once they have suffered ~ 50% losses . We have yet to reach the Ost Front kamerad !
     
  5. Jerowen

    Jerowen Member

    Joined:
    Mar 6, 2017
    Messages:
    4
    Likes Received:
    0
    Thanks for your answer Kurt! I'll try it out! What exactly does maximum aggression mean? Does it mean your unit will try to go in gun blazing at short range, or does it mean they will fire at maximum range?
     
  6. jimcarravallah

    Joined:
    Oct 20, 2014
    Messages:
    78
    Likes Received:
    2
    Aggression measures how dedicated the the unit is to its task in the face of adversity.

    Maximum aggression means it's willing to absorb more punishment to address that task.
     
  7. Daz

    Daz Member

    Joined:
    Oct 22, 2014
    Messages:
    850
    Likes Received:
    115
    To my knowledge, it effects the unit in a number of ways depending on the task they are conducting.
    • In the attack (attack order) the higher the Aggro Level the more likely the force will engage against enemy units it encounters. The lower the aggro the more likely the force will bypass enemy opposition or run away. Setting the Aggro to Max for an Attack or Probe will maximise the allocation of units to the assault and minimise that to the reserve.
    • In the defence it will result in the defending unit engaging spotted enemy units at longer ranges. It may also make them more determined to defend the assigned location, although I'm not so sure about that one as its very hard to judge its effects, as stubbornness also plays a role here.
    • When inspecting the unit commanders qualities in the command dialogue, Aggro refers to how aggressive or assertive the commander is and to how much initiative he is likely to exercise. Aggressive commanders are more likely to initiate attacks, less likely to bypass enemy opposition and reduce the probability of their unit suffering morale loss.
    • With a delay order (I hardly ever use this order, as it never seems to work as I expect it to) If you want your blocking force to offer stiff resistance then, increase the Losses setting and/or increase the Aggro setting, however, this may not be such a good idea as they may end up trapped rather than withdrawing to fight another day.
    • With a move order, a high aggro setting means they will engage enemy units from longer range and are less likely to bypass units endangering the flanks.
      With the attacks box checked, they are more likely to assault more distant enemy units.
      If your intention is to infiltrate your units, make sure you set the Aggro to min.
     
    #7 Daz, Mar 7, 2017
    Last edited: Mar 7, 2017
  8. Jerowen

    Jerowen Member

    Joined:
    Mar 6, 2017
    Messages:
    4
    Likes Received:
    0
    once again, thanks for the help guys.
    And what about 'losses'. I guess setting 'losses' to high will make your units care less about their own causalities, and thus engage at closer range when attacking?
     
  9. simovitch

    simovitch Member

    Joined:
    Nov 15, 2014
    Messages:
    186
    Likes Received:
    7
    Yes, higher "losses" will cause your attacking units to ignore losses more before retreating.

    From my notes of old:

    Leaders:
    Leadership A well-led unit is less likely to suffer reductions in morale and cohesion and will be quicker to rally from retreat or rout and quicker to reorganize.

    Efficiency – Efficient commanders can process orders quicker and are quicker to react to enemy actions.

    Determination – A determined commander is less likely to abandon a task, more likely to initiate an attack to take the objective or to attempt to blow the bridge he has been ordered to deny the enemy. A determined commander also reduces the probability of a force losing morale or surrendering.

    Aggro – Aggressive commanders are more likely to initiate attacks, less likely to bypass enemy opposition and reduce the probability of their unit suffering morale loss.

    Judgement –A commander with good judgement is more likely to pick the best option, the best assault approach, the best advance route, the best formation, the best facing. He is more likely to break contact at the correct time when ordered to delay and more likely to determine the best time to blow a bridge.

    Staff Quality – HQs with high staff quality will process orders faster and will cope well with attached units; HQs with poor staff quality are slow to respond and may have trouble organizing their organic subordinates, let alone any attachments.

    Units:
    Experience: Units with lots of experience are better at retaining and regaining morale, retaining and recovering cohesion, firing their weapons, changing formation and facing, deploying and digging in and processing orders.

    Training: Highly trained units are better at retaining and recovering cohesion, firing their weapons, changing formation and facing, deploying and digging in and processing orders.

    Fitness: Fit units move faster, tire less and recover freshness quicker.

    Aggression: Units with high aggro lose less morale and are more likely to fire at or attack the enemy.

    Stubbornness: refers to how stubborn the unit can be in defense and to how determined the unit can be to fulfil its order.
     

Share This Page