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Units with Commander

 
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Units with Commander - 8/29/2012 2:01:51 PM   
papajack

 

Posts: 76
Joined: 2/11/2010
Status: offline
The manual say

Units with a Commander
attached to them are
considered to be HQ units.

HQ units can be identified
on the game map as having
a star icon next to it


I dont seem to see any star icon with such unit ?

Another question ? Since units within 3 hexes range get bonus from HQ . does it has any limit on number of units getting them(bonus)?

< Message edited by papajack -- 8/29/2012 2:07:06 PM >
Post #: 1
RE: Units with Commander - 8/29/2012 7:14:42 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
Whopsie, I'll check that star issue.

There is no limit in number of commanded units.

(in reply to papajack)
Post #: 2
RE: Units with Commander - 8/30/2012 1:14:15 AM   
papajack

 

Posts: 76
Joined: 2/11/2010
Status: offline
Thanks

SWIE has regenerated my interest in TOW and now I am thinking of getting both Time of Fury/ Storm Over Pacific

Cheers

(in reply to doomtrader)
Post #: 3
RE: Units with Commander - 8/30/2012 12:32:57 PM   
Wolfe


Posts: 690
Joined: 1/20/2008
From: Shropshire, UK
Status: offline

quote:

ORIGINAL: papajack

The manual say

Units with a Commander
attached to them are
considered to be HQ units.

HQ units can be identified
on the game map as having
a star icon next to it


I dont seem to see any star icon with such unit ?



If it is at the start of any scenario none of your commanders will be assigned to units, you will need to assign them yourself using the Assign Commander button that appears at the bottom of the screen when you select a unit.

_____________________________

"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill

(in reply to papajack)
Post #: 4
RE: Units with Commander - 8/30/2012 1:57:01 PM   
papajack

 

Posts: 76
Joined: 2/11/2010
Status: offline

quote:

ORIGINAL: Wolfe


quote:

ORIGINAL: papajack

The manual say

Units with a Commander
attached to them are
considered to be HQ units.

HQ units can be identified
on the game map as having
a star icon next to it


I dont seem to see any star icon with such unit ?



If it is at the start of any scenario none of your commanders will be assigned to units, you will need to assign them yourself using the Assign Commander button that appears at the bottom of the screen when you select a unit.


Yes I did assign but cant see any star icon to differentiate between units with commander

(in reply to Wolfe)
Post #: 5
RE: Units with Commander - 8/30/2012 2:31:51 PM   
Vasquez


Posts: 312
Joined: 12/29/2000
From: München, Bayern, Deutschland
Status: offline
IIRC the commanders need one round to arrive at the unit.

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(in reply to papajack)
Post #: 6
RE: Units with Commander - 8/30/2012 4:00:11 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
Actually this is not a star but a chessboard

(in reply to Vasquez)
Post #: 7
RE: Units with Commander - 8/30/2012 5:58:10 PM   
Wolfe


Posts: 690
Joined: 1/20/2008
From: Shropshire, UK
Status: offline
The commanders seem to be assigned immediately, appearing as a star (I'm using the Agent S counter mod available in a SWIE version here http://www.matrixgames.com/forums/tm.asp?m=3123267 post #8).

However I don't think they take effect until the next turn as those units within command range are not marked as such until the following turn.

Which prompts a question as to whether this is working as intended in that if it works as above then in the first turn of any scenario be it 1939 or 1944 no commanders will be effectively present with any of your units i.e. Barbarossa starts with all of the command staff absent from the front.

_____________________________

"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill

(in reply to doomtrader)
Post #: 8
RE: Units with Commander - 8/30/2012 7:09:58 PM   
papajack

 

Posts: 76
Joined: 2/11/2010
Status: offline
Yes by using Agent S Mod, I see the star now , cheers

(in reply to Wolfe)
Post #: 9
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