Turn/orders time

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TigerTC
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Joined: Fri Feb 16, 2007 2:06 pm

Turn/orders time

Post by TigerTC »

If you get tired of micro-managing and giving orders every 20-30 minutes, here's a solution:

In the Time to Dance scenario, swing your 3 maneuver BNs left (to the south), leaving the center open for a forward defense by the Blackhorse. I did that and lost my regimental HQ (Colonel Status: KIA). After that, my turn time increased to a nice 50+ minutes -- and I was able to just sit back, relax, and watch my successful taking of Bad Neustadt without having to issue a lot of those pesky orders.
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CapnDarwin
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RE: Turn/orders time

Post by CapnDarwin »

[:D] Funny. You could also just go AI vs AI. No orders to deal with at all.[;)]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
TigerTC
Posts: 305
Joined: Fri Feb 16, 2007 2:06 pm

RE: Turn/orders time

Post by TigerTC »

From my staff summary report:

"Your heroic death in battle saddens us all."

"* In recognition of your efforts your surviving family will receive full pension benefits calculated at the next higher rank."

I still got a 77% Contested Battle.
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Mad Russian
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Location: Texas

RE: Turn/orders time

Post by Mad Russian »

The news of your death saddens us here too!

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
TigerTC
Posts: 305
Joined: Fri Feb 16, 2007 2:06 pm

RE: Turn/orders time

Post by TigerTC »

So after a couple of hours, my orders/turn time was down to the low 30s.

I assume that the huge hit early recreated the chaos of losing the commander, but as the new commander assumes control, the delay gets reduced?
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Mad Russian
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RE: Turn/orders time

Post by Mad Russian »

Correct. You were replaced by your very efficient second in command.

He's also the one that arranged to get the body sent home for burial. [:(]

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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jnpoint
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Joined: Thu Aug 09, 2007 9:05 am
Location: Øster Hornum, Denmark

RE: Turn/orders time

Post by jnpoint »

I don't understand. I'm playing the same scenario, but my turn times are always between 30 and 40 minutes although my HQ is intact.
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CapnDarwin
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RE: Turn/orders time

Post by CapnDarwin »

jnpoint, overall readiness impacts the command number so it can be different depending on what you are doing.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
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Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Turn/orders time

Post by Mad Russian »

Things like having your headquarters repeatedly hit by artillery fire, units out of command range, etc. all affect the length of the command cycle. Each of those is different not only from gamer to gamer but from one time period of the scenario to another.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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