Do you use the reinforcement mechanic for commanders?

Melkus

Prince
Joined
Nov 3, 2005
Messages
378
First of all, I keep forgetting that it's a possibility.

And then, if I remember, I'm always disappointed how long it takes for a unit to arrive at the commander?

I saw a 10 turn gap recently between sending the unit and arriving - I could have just send it manually and could have reacted to contingencies at least.
The unit is also gone for that amount of time immediately after clicking, but you don't know in advance how long it will be?
It feels like a mechanic someone at FXS liked at one point and then they forgot to make it reasonable to use? Didn't Ed Beach promise somewhere that it would be significantly faster than manual movement?
 
Interesting @ all, thx. I'll pay more attention to it. Maybe I hit on some unlucky pathing issues there or the terrain was rougher than it looked at a glance.

it will decrease if commander will move towards starting point (or increase if move to other direction).
So the game seems to "actually" move the unit on a kind of shadow layer? Huh. That would be better than I thought.
 
Seems like you should have a bunch of units ready to be transferred as soon you unpack a commander. I tell myself that at the start of the game but don’t remember.
That’s a good idea, especially in battlefields on awkward terrain where it’d be difficult to micro reinforcements through your own lines.

I think it’s done pretty well, as another way to avoid sending conflicting orders that lead to more micro when a unit ends a turn with movement.
 
What is unclear to me is that there seems to be rules for which commander your unit can reinforce to. I had multiple occasions where I couldn’t reinforce the unit to a commander too close or too far - but no exact explanation.
 
What is unclear to me is that there seems to be rules for which commander your unit can reinforce to. I had multiple occasions where I couldn’t reinforce the unit to a commander too close or too far - but no exact explanation.
The conditions I'm aware of:
1. Commander too close. I'm not sure about the actual distance, but I believe the idea is to prevent abuse of using reinforcements for battlefield maneuvers.
2. Commander is full.
3. Physically unreachable. This usually happens in exploration if commander and unit are separated by deep ocean and you didn't research Shipbuilding mastery, so military unit can't cross it.
 
I've never remembered to use it but based on what people have been saying, maybe I should
 
I use it a few times each game, in the homeland. I will be fighting a war / conducting an invasion at one end of the continent, away from my core cities, and I don't want to micromanage the movement. I found out (the hard way) that if a commander is defeated, the unit stops moving to reinforce it.
If I click on the commander, I see a "ghost" of the unit on the way, with a number for how many turns before it arrives. Having said that, I find it most useful to replace units that are lost, rather than provide support *during* the war. My wars usually last 10 turns, so a 4-6 turn duration for reinforcement is less useful.

It doesn't work with Fleet Commanders. I don't think it applies with any of the air commanders (Aerodrome or Squadron).
It doesn't work if the Army Commander is embarked; bring the commander back ashore.
 
I tried first game but these two things annoyed me and never used again - have they been fixed?

- It tells you number of turns to reach AFTER you click not before

- for 3 MP cavalry units the reinforce calcs seemed to be using 2mp coz when I checked, manually sending was quicker vs reinforce! Called it a bug and stopped using
 
I use reinforce at the start of an age when I don't plan on fighting and my units are scattered. It's easier and less overhead compared to manually moving a unit somewhere and having to remember to pack them in later.
 
I havent even noticed this, sorry how does it work?
When you click on a unit, such as an infantry unit, you will see options to command it. An arrow to move, a curved arrow to skip turn, and (if it is standing next to an Army Commander) an option to join the commander.

You may also see another option, very similar in appearance, with a rectangle of dots, to "reinforce army." (under certain conditions).
Effect: you will be asked to select a commander that has space available, then the unit will disappear from the map. It will magically move itself to the commander and pack itself when it gets there. It will not be subject to danger along the way.

Conditions: A commander has to have open space. The commander has to be more than 5-6 spaces away from the unit; in that case, you move it yourself. The commander can't be embarked in the water.
 
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