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Difference between "Move" and "Defend" command

Hugo

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Since the first iteration of the game (CO) I never really use the "move" command, as I tend to consider the "defend" command to be enough for my taste. Usually what I want is to relocate some units to somewhere, and the default stance when they arrive on site is to defend it.

The manual (page 80) state that :

Once the unit(s) have reached the order location they will automatically Defend there

So it seems that the two orders are quite similar ? Maybe I overwatch the use of the move command ? I can't really tell what are the difference between the two.

The only edge case I know is when you want to relocate a defending unit to somewhere nearby (like 500m away): the move command is more efficient (but defend without "retake position" checked tend to do the same AFAIK)

On particular scenario I have an hard time to adress correctly is when I want a unit to move rapidily along the road, and then go carefully inside a wood to take a defensive position here.

move defense0.png

Since you can't "stack" two different orders (like "withdraw" then "sleep") I guess the intended method is to:

  • first issue a move command to the crossroad using "formation: road column, speed : fastest"
  • when the unit as done the task issue another defend task using "formation: line, speed: normal"
The problem I have is that it will incur order delay between the two tasks, which could really slow down the whole maneuver.

My "workaround" is to assign a unique defend task to the unit with waypoints such as below. I use "Formation : Road Column" and "Speed : Fastest" at first.

move defense1.png

And when the unit reach the crossroad, I modify the task and select "Formation : Line" and "Speed : Normal" as shown below.

move defense2.png

But it feels quite cumbersome, so I don't know if I'm doing it the right way or if I am "gaming" the engine. Maybe I'm just missing something obvious.

How do you will adress this scenario ? Any tips ?

And do you use the move command at all ? In which case do you find it superior to the defend command ?
 

Rob

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But it feels quite cumbersome, so I don't know if I'm doing it the right way or if I am "gaming" the engine. Maybe I'm just missing something obvious.

How do you will address this scenario ? Any tips ?

Hi,

You're doing the same thing I am in attempting waypoints and task settings. No, I don't think either of us is gaming the game as this maneuvering would often happen in "real life". I'm pretty sure when Dave implements sequential tasking that there will be a more efficient way for this to be done. In the meantime at least there is a workaround.

Rob.
 

Hugo

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The main difference is that for a Move order the options you set apply to the Move phase while the AI will use default parameters for the Defend at the end. This reverses when you use a Defend order.

Ok good to know. It seems pretty obvious now that you write it down, but I was confused before. I thought that when you move (or defend) in line formation, both the movement AND the defensive position would be in line. But it's not the case, and thus the 2 commands (move and defend) are quite different actually.

I'll try to illustrate that with a simple example.

Moving in "line" formation will result in the following movement
move_line.png

And the final units position will be someting like a "unspecified defense" as shown below:

position_move_line.png

Now if you defend in line, it's the opposite that you will see:

Your units move with an "unspecified" column formation

defend_line.png

But the defensive position is now a proper "line" formation:

position_defend_line.png

Thank you for the explanation. Seem pretty evident now :)
 
Last edited:

Hugo

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May 18, 2015
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Hi,
You're doing the same thing I am in attempting waypoints and task settings. No, I don't think either of us is gaming the game as this maneuvering would often happen in "real life". I'm pretty sure when Dave implements sequential tasking that there will be a more efficient way for this to be done. In the meantime at least there is a workaround.
Rob.

Ok good to know. Thank you for sharing.

When I'm talking about "gaming the system" is because I feel like I cheat the AI that is not able to leverage such subtility out of the engine. But eh, fairness does not belong to war time, does it ?
 
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