Jump to content

moving groups on roads?


Recommended Posts

Dumb question perhaps, is there a command to get armor to follow each other on the roads as a group? Double clicking on group and setting way points and they make there on way off the roads not following lead tank. Missed something in the manual I have?🤔

Link to comment
Share on other sites

The answer is there is not a "follow" command. A while back there was an attempt to add one (with the big engine 4.0 update I think? can't remember when for sure). It was thoroughly tested and it just did not work well enough for release. It sort of worked but had enough quirks and times when it didn't it would have just generated a ton of complaints/bug reports. 

It's something that many would dearly love to have, especially at the beginnings of scenarios where you tend to be lined up and want to move quickly somewhere to deploy.

What you did is to issue the same command to the group, which means they all turn at the same TIME, not the same PLACE. Turning at the same place is the dream/desire.

Dave

Link to comment
Share on other sites

40 minutes ago, ccyounger said:

Yup those dang corners,

You realize that you can highlight the 'waypoints' and drag them in the correct place. Sharp corners take them in stages at least 2 waypoints to negotiate. 

Link to comment
Share on other sites

39 minutes ago, chuckdyke said:

You realize that you can highlight the 'waypoints' and drag them in the correct place. Sharp corners take them in stages at least 2 waypoints to negotiate. 

For now I will just have to be patient and do as you suggested. Thank you gentlemen for your help.👍

Link to comment
Share on other sites

Convoy spacing to guard against air attack, artillery and ambush was a minimum of 50 meters, more often closer to 100. That's much more widely spaced than CM players are typically trying to do with road movement.

Link to comment
Share on other sites

Another thing to keep them from getting tangled is to give the second vehicle a 5 second pause, the third a 10 second pause, and so on.

More if the vehicle in front of them is doing anything but going straight ahead. Any turns or pivots before moving require a little more pause to keep the accordion from getting all snarled up.

Link to comment
Share on other sites

There is usually width space on a road to have two vehicles side by side - not that one should move like that, but if you stagger a column of vehicles that is another way to help mitigate the concertina issue.  Hope that in CM3 there is a convoy order. 

Note that CM1 was obsolete after 7 years (2000-2007).  CM2 is now a very elderly and obsolescent 14 years old (2007-2021).  All hail CM3.

Link to comment
Share on other sites

My solution - first vehicle 'Fast' second vehicle 5 second pause 'Quick', third vehicle 10 second pause 'Move' or variations on that theme depending on the number of turns in the road etc.  Is it painful - yes, should there be a follow command - yes, but as others have pointed out, it has not arrived because the attempt to make one would just not work satisfactorily in testing.

Link to comment
Share on other sites

These are still a great series of games but perfection as with any game is tough to achieve. I will experiment with all the suggestions to see what is best. I don't play turn based so just pause real time for large group moves.  Thanks all!👍
 

Link to comment
Share on other sites

And when in roads there is usually enuff space for 2 vehicles side by side.  It's recommended to actually place two vehicles side by side, but it you stagger your column, this will lessen the problem where a vehicle runs into the one ahead - ie: it should simply pass by on the side - and then one can readjust the next turn.  (Obviously this is primarily a problem for WEGO players.)

Link to comment
Share on other sites

On 5/31/2021 at 8:11 PM, Erwin said:

Note that CM1 was obsolete after 7 years (2000-2007). 

Well bugger me, I was still playing it in 2010. And only stopped when my old dad died and I took a break from all gaming. Ho hum.

Link to comment
Share on other sites

I was still playing some brilliant large (Regiments on each side) CM1 tournament games until maybe 5 years ago when the WeBOB club imploded as CM1 players drifted away.  To play those huge scenarios one still has to play CM1 rather than CM2 as the latter is so complex it takes too much time (plus until maybe now we couldn't run the 8Km x 4Km maps that CM1 (CMAK) could feature.)

Also, a well-modded CM1 is about as good-looking from level 3 upwards as CM2.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...