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Turn/orders time - 10/11/2013 8:09:15 PM   
trebcourie

 

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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.
Post #: 1
RE: Turn/orders time - 10/11/2013 8:12:37 PM   
CapnDarwin


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From: Newark, OH
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Funny. You could also just go AI vs AI. No orders to deal with at all.

_____________________________

Work on Southern Storm continues and we will hopefully have news about our new website and even whispers of Beta Testing soon! (once we squish some mean bugs)

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to trebcourie)
Post #: 2
RE: Turn/orders time - 10/11/2013 8:28:57 PM   
trebcourie

 

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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.

< Message edited by BROJD -- 10/11/2013 8:29:52 PM >

(in reply to CapnDarwin)
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RE: Turn/orders time - 10/11/2013 9:07:49 PM   
Mad Russian


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From: Texas
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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.

(in reply to trebcourie)
Post #: 4
RE: Turn/orders time - 10/11/2013 10:17:08 PM   
trebcourie

 

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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?

(in reply to Mad Russian)
Post #: 5
RE: Turn/orders time - 10/11/2013 10:22:16 PM   
Mad Russian


Posts: 13249
Joined: 3/16/2008
From: Texas
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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

< Message edited by Mad Russian -- 10/11/2013 10:23:10 PM >


_____________________________

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.

(in reply to trebcourie)
Post #: 6
RE: Turn/orders time - 10/15/2013 11:23:41 AM   
jnpoint


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From: Holstebro, Denmark
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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.

(in reply to Mad Russian)
Post #: 7
RE: Turn/orders time - 10/15/2013 12:04:28 PM   
CapnDarwin


Posts: 7564
Joined: 2/12/2005
From: Newark, OH
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jnpoint, overall readiness impacts the command number so it can be different depending on what you are doing.

_____________________________

Work on Southern Storm continues and we will hopefully have news about our new website and even whispers of Beta Testing soon! (once we squish some mean bugs)

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to jnpoint)
Post #: 8
RE: Turn/orders time - 10/15/2013 12:52:13 PM   
Mad Russian


Posts: 13249
Joined: 3/16/2008
From: Texas
Status: offline
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.

(in reply to CapnDarwin)
Post #: 9
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