Blah Blah Blah Posted January 25, 2004 Share Posted January 25, 2004 I missed something important I am sure... I setup 8 trucks in a convoy, loaded them up and said go here young brave men! Well, the troops on foot arrived at the same time, thus I wasted 200 points. Any clarification on why the trucks seem to take so long etc? The trucks were normal. Apart from the long time delays for daring to plot the course, there still seems to be something amiss. 0 Quote Link to comment Share on other sites More sharing options...
eyehate Posted January 25, 2004 Share Posted January 25, 2004 perhaps the troops were olympians.... 0 Quote Link to comment Share on other sites More sharing options...
Bone_Vulture Posted January 25, 2004 Share Posted January 25, 2004 Several key facts: 1) Trucks are only useful on roads 2) Trucks get blown up by any pea shooter the enemy can throw at you 3) Trucks suffer from command delays, so essentially you need to have the infantry loaded on board when starting the match. 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted January 25, 2004 Share Posted January 25, 2004 Put support weapons in trucks. 0 Quote Link to comment Share on other sites More sharing options...
Blah Blah Blah Posted January 25, 2004 Author Share Posted January 25, 2004 @ Bone_Vulture, 1. The journey was all road 2. Yes, very, very heart breaking to see 3. Yes we had done ALL of that old Chap. So back to the beginning I asked the convoy, to move from A to B along the road. I made sure to ensure that each following truck had a longer time delay. The competing foot powered troops were - moving - through open ground and pine trees. More pine trees than open ground. The trucks just beat the troops on foot. Apart from the long time delay because I dared plot the course, they seemed to sit there forever doing nothing. @ flamingknives, Yes the trucks were stacked to the rafters full of medium machine guns! However, that does not explain why the trucks arrived less than 1 minute before the foot soldiers. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted January 25, 2004 Share Posted January 25, 2004 For most QB's, unless the map is huge, the time gained by having motorized forces is not that great. The longer the distance, the greater the gain. But for a typical CM battle trucks are pretty much wasted points, as after the initial movement they are no use. Not counting if you need them to tow some heavy weapons - if you have a ATG on foot racing with a truck, the truck's gonna win. Instead of a truck you may also consider having a Jeep/Kübelwagen or a halftrack. A car can carry a team, like a MG or a light gun, so your infantry doesn't have to wait for their support weapons forever. A halftrack will be useful even when facing enemy infantry, of course you have to be careful and they also cost more. 0 Quote Link to comment Share on other sites More sharing options...
Bone_Vulture Posted January 25, 2004 Share Posted January 25, 2004 If I may add to Sergei's response: In small maps, trucks may provide an inexpensive surprise element. Think of the distance the trucks can traverse over one turn on road. With some 100 points, you get enough trucks to transport a platoon. I've noticed that trucks can be used to "streak in" the second wave of your troops when attacking: very useful, especially if your opponent uses elastic tactics. Once the defenders are worn down, the trucks have a good chance of slipping in just behind your advancing forces, and a platoon of fresh infantry focused on a single slice of the front can be quite a tactical edge. 0 Quote Link to comment Share on other sites More sharing options...
Mad Russian Posted January 25, 2004 Share Posted January 25, 2004 Originally posted by Blah Blah Blah: Apart from the long time delay because I dared plot the course, they seemed to sit there forever doing nothing. To help with the time delay just give them a slow movement order like move that has a range that they won't finish this turn. Then next turn go in and give them the detailed orders. Once they are moving there is no time delay. This will cut down on the time it takes them to start moving and get you there considerably faster. Panther Commander 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted January 25, 2004 Share Posted January 25, 2004 Originally posted by Panther Commander: </font><blockquote>quote:</font><hr />Originally posted by Blah Blah Blah: Apart from the long time delay because I dared plot the course, they seemed to sit there forever doing nothing. To help with the time delay just give them a slow movement order like move that has a range that they won't finish this turn. Then next turn go in and give them the detailed orders. Once they are moving there is no time delay. This will cut down on the time it takes them to start moving and get you there considerably faster. Panther Commander </font> 0 Quote Link to comment Share on other sites More sharing options...
tar Posted January 29, 2004 Share Posted January 29, 2004 If you gave both the trucks "Move" orders (rather than "Fast"), then by definition, they should travel at about the speed of walking infantry. That is what the Move order for vehicles means. If you want speed, you need to use Fast. 0 Quote Link to comment Share on other sites More sharing options...
Treeburst155 Posted January 29, 2004 Share Posted January 29, 2004 You can't cheat the delay; but maximum delay is 3 minutes IIRC. After that, all waypoints are free. I can't remember how many waypoints are needed to hit max delay; but it was a lot. This little fact is useless except for big convoy scenarios on very large maps. 0 Quote Link to comment Share on other sites More sharing options...
Other Means Posted January 30, 2004 Share Posted January 30, 2004 if you can get them moving on 1 minute & give them an order, if the delay is (say) 10 secs but their next waypoint is 11 secs away, they will continue & not wait once they hit it. IOW, the delay is from when you give the order, not when they pass the waypoint. also, rather than giving a wait order which is a full 10 secs, including an extra waypoint will give enough delay to space the convoy out. another trick in your initial setup is to start with them slightly rotated. the turn will space them for you. don't forget higher experiance = faster turning. at leasy for AFV's. 0 Quote Link to comment Share on other sites More sharing options...
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