With the 35:44 red way point ahead you gave that unit the order to stay at it's current location, so the unit don't move to the ordered red waypoint because it's colored red. I believe the ctrl-left click on way points is the toggle hot-key, to put a way point in the stop or go ahead to it status. As long the waypoint for the unit ahead shows a red color the unit will not move to that way point, it holds it's current position. Why would you do something like that, to make it with red way points in a battle plan a bit more complicated than seemingly necessary? Working with more waypoints between start and final destination is to *circumvent* order delay penalties, resulting that units and formations can react faster (without order delay) and with more flexebility to an unexpected situation ahead. Order delay for units or formations only occurs when creating new waypoints, not when you change (as stop or go ahead) instructions to already existing waypoints. Using this feature, and working with *several* way points set from start towards the final destination, you have more battlefield control and flexibility to your units and formations without the order delay penalty. Try it out with the red way point at 35:44. You will see that the unit don't move to it, it will stay at the current location because it's next waypoint shows red. A red waypoint means "don't continue to that waypoint until the instruction is given to go ahead. The unit starts instantly to move (without order delay) when you switch its red way point to green. Each way point can be instantly switched to the stop (red) or a go ahead (not red) status by using hot key "ctrl-left click". This can by done at any time with every way point, thus also during an already running battle. Try it out and see how it works. With red waypoints in the route, you don't have to worry that the unit or formation get into trouble further up the route and can act on time (without order delay) if unexpected situations have arisen there. You can even add one (or even more) red way points in the planning for after the unit has reached its destination. In short, with red way points you can also create a fall back plan if needed. To withdraw from a situation in advance at lightning speed if that suddenly becomes necessary. If such a maneuver is already included in the battle plan and executed if needed this will also take place without order delay. The minute you than gain can make the difference between survival and destruction Only creating new way points gives the order delay penalty, this simulates that a unit (or formation) commander already know what the way points are for him after he has processed the given way point orders. If these are maintained, thus not changed during a tactical stop on his route, he don't need to plot his further advance again. Battle plans for units or formations can be cancelled and changed at any time (when creating other way points) at the cost of order delay.
@robbohq4624Ай бұрын
Haven't learnt the way point system properly yet. Thanks for all the information 👍
@doltBmBАй бұрын
looks very similar to graviteam
@robbohq4624Ай бұрын
Definitely some similarities
@frooplegoop2 ай бұрын
@_JRussАй бұрын
What game is this?
@robbohq4624Ай бұрын
Armored Brigade 2
@_JRuss2 ай бұрын
@dudeonyoutubeАй бұрын
I think it's better if the game creates the map and delivers it to you. The idea of spending an hour creating the map seems boring.
@robbohq4624Ай бұрын
There are pre made single scenarios and pre made campaigns if you'd like to get into the action quicker
@SeanfromSydney2 ай бұрын
FIRFT
@MattGreenNLАй бұрын
this game is not even out yet
@robbohq4624Ай бұрын
It's available here www.matrixgames.com/store and when it releases on steam, owners will recieve a steam key