Narwhal wrote:Theorically, the "red / red" set of posture / ROE (Assault / Attack at all cost).
"Attack" will be enough to capture provinces, but not cities.
In practice, there are some reported issues, and your force may not assault everything on the way.
Person of Interest wrote:I don't think it is possible to Assault multiple cities along a movement path. Your Assault order is only functional for your destination region so there is no way to assault multiple cities. I guess it would be to easy and a bit unrealistic to be able to assault multiple cities since this would allow a blitzkrieg type of advance. Of course sometimes that would make sense historically but many times an assault would realistically consume so much time and result in disorganizing an army that it should greatly slow down the progress of an army. I guess it would be asking a lot of the engine to calculate the difference between a quick/easy assault that wouldn't slow an army down much and one that would really consume several days to prepare for, the time that pillaging would consume, and the time it would take to get the soldiers back under control and organized for a continuation for a further move and advance only to repeat the whole process.
rezaf wrote:
Heck, I think it'd be much better if you could give more complicated orders in general. You can't even to stuff like to arrange for two armies to arrive at the same time in this game.
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rezaf
rezaf wrote:@caranorn: Sure, you are right, but I was actually not thinking about coordinating attacks from wholly different directions. Instead, I was referring to two armies attacking from the same province at the same time. As in, just start moving at the same time.
Possibly this actually IS possible to a degree by actually ordering the stacks to merge, I'm not so sure now, but if you don't want to do that, there's just no way.
rezaf
JacquesDeLalaing wrote:I haven't checked if it is in AJE as well (it's missing in the manual), but in other AGEOD games, you usually get a "synchronized movement"-special order exactly for this purpose. It allows stacks that belong to the same army and who are stationed in the very same region to move synchronically (that is: with the speed of the slowest stack) so that they arrive in the target region (and engage enemies) on the same day. If it is missing, then I guess it's because it doesn't really fit to antique warfare (having several corps/columns? Splitting up the army and advance on parallell routes?).
JacquesDeLalaing wrote:I haven't checked if it is in AJE as well (it's missing in the manual), but in other AGEOD games, you usually get a "synchronized movement"-special order exactly for this purpose. It allows stacks that belong to the same army and who are stationed in the very same region to move synchronically (that is: with the speed of the slowest stack) so that they arrive in the target region (and engage enemies) on the same day. If it is missing, then I guess it's because it doesn't really fit to antique warfare (having several corps/columns? Splitting up the army and advance on parallell routes?).
rezaf wrote:@Soulstrider: I found it's usually safer to avoid cities, as - unlike the AI - there's a VERY high possibility for you to be stopped in your tracks by ANY enemy presence. Caesar sometimes manages to move on after wiping out a token force, but for most other commanders it means the rest of their move is wasted. Which is why, when I am in a hurry, I found myself going through the wilderness when I want to be sure the commander makes it where I want him to make it to.
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rezaf
hannibal_barca wrote:That is only available with the AGEOD games that have the corps/army system. WIA2, AJE, do not have it. But what always pisses me off is that to activate a pursuit order the enemy stack cannot be in the same region/province as your stack which you want to use to pursue. It ends up being absurd really when I have my stack and the enemy stack in the same province at the beginning of the turn and cannot pursuit but can only attack it and then try to guess which way it will retreat. They need to 'fix' that.
I honestly don't think communications in the age of enlightenment, ROP, were that much more advanced that in Antiquity so as to justify ROP having the corps system but not AJE.
rezaf wrote:
@Soulstrider: I found it's usually safer to avoid cities, as - unlike the AI - there's a VERY high possibility for you to be stopped in your tracks by ANY enemy presence. Caesar sometimes manages to move on after wiping out a token force, but for most other commanders it means the rest of their move is wasted. Which is why, when I am in a hurry, I found myself going through the wilderness when I want to be sure the commander makes it where I want him to make it to.
JacquesDeLalaing wrote:
Hm. Are you being blocked by "zone of control" (english manual p. 29, especially point 7.5.4.) or by some bug/unintended behaviour? If you're blocked because of zone of control, which is likely because you're refering to cities, then you could try to send some detachmnets ahead in order to gain military control so that your main force can march through more easily. The problem is, of course, that these detachments can get lost very easily, and you'd need to give them an aggressive stance (otherwise you can't enter enemy-controlled regions and your troops will generate less military control). And you'd need to rely on a good evasion value in order to make your small detachments ignore the enemy zone of control as well, or else you'd need to take detours and evade regions with cities with your "scouts". Oh my...somehow I don't think that this will work.I haven't tried it out myself extensively, so be warned. In RoP, I had masses of hussars and cossacks for this task. In AJE, I think your means are much more limited.
rezaf wrote:
In my experience, it can work to have a leader with assault order (but not attack at all costs, which I rarely use) move past one city along his path and then besiege another which actually was his target, but this is very unreliable.
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