FANDOM


Fallbacks Edit

What:

  • Fallback, when executed, mimics the enemy capping the AB and sends the units in the town to their Fallback location
  • This location can be determined by the .NE command (.NE when in the Unit, .NE UNITCODE when not, eg .ne sas gives the movement timer and Fallback destination of ther SAS brigade)


How:

  • Fallback is executed once a town has OVERRUN status
  • OVERRUN status is activated by at least 3 players (non-HC or HC) typing .OVERRUN
  • After a TBC minute period, the town is designated as OVERRUN, and chat and claxon warnings are sent out
  • At this stage, HC are asked to call it .HOLD or .FALL
  • .HOLD executes Hold At All Costs
  • .FALL executes Fallback
  • If neither .HOLD or .FALL are executed after 5 minutes, the OVERRUN status disappears


Details:

  • All military facilities flip (all ABs, Docks, AFs transfer from Allied to Axis) and defending FBs are activated
  • Town must be contested to execute
  • Can be interrupted and cancelled by losing contested status or by .delay
  • If a town has HAAC up, you can't Fallback
  • Units that Fallback are available to move again after 30 minutes
  • Also all ABs in a multi-AB town are lost, all ABs must be recapped before .HOLD can be executed
  • Fallback bypasses linking depots and FBs, and will fallback regardless of the ownership status of both



Considerations:

  • The linking (exit) Depot is critical to maintain a spawnable facility in the town
  • Remember the bunker has not been capped and so should be free of EI - if possible the Bunker should be secured before Fallback to recap after Fallback is executed
  • All efforts should be made to recap other Depots to keep the AO alive
  • The defending FBs appear - these FBs must be used immediately - MSPs and ATGs must head straight into combat
  • Whenever possible get a DMSP from a nearby town in place before executing Fallback
  • Communication is key - - inform the players of what is happening and what needs to be done
  • Units cannot be moved back into a multi-AB town that has lost all ABs and then been retaken until all ABs are retaken
  • Liberating all cps before regaining controls (control is dictated by ownership of all ABs at one time. i.e. if both ABs are captured in Manhay but not all depots then contol of the town is lost whereas ownership is the same) and capping the AB(s) last will remove the AO from a town

 

Hold At All Costs Edit

What:

  • HAAC status releases the AB infantry and light ATG spawnlists to town depots


How:

  • HAAC is executed direct by HC or once a town has OVERRUN status
  • An HC officer can execute HAAC by .HOLD command
  • After a TBC minute period, the town is designated as OVERRUN, and chat and claxon warnings are sent out
  • At this stage, HC are asked to call it .HOLD or .FALL
  • .HOLD executes Hold At All Costs
  • .HOLD instigates a 2 minute period, during which it can be delayed by HC using .DELAY command


Details:

  • Cannot be executed if a town is awaiting Fallback
  • Will prevent Fallback
  • Town must be contested
  • Can only be executed if the AB is held
  • Can only be used defensively, (ie the town must be under DO, rather than an AO which caps the AB)
  • A 'no mans land' town spawnable will gain full infantry supply if the town is HAACed


Considerations:

  • Used when infantry/ATGs cannot escape a camped AB or depot supply is light
  • Use when a big town like Antwerp is contested and for towns separated by a river, or with isolated depots
  • Only one HAAC can be executed on a town per hour

Edit

  • No Mans Land towns are those which are on the front line which do not have any units in them but have a link to a brigade



Details

  • Spawning from the spawnable requires both linking Depots and the linking FB to be Allied
  • Spawning requires an AO/DO be on the town, except from the FB (or if an msp is created)
  • HAAC can be called on the town to open the linked brigade infantry and light ATG spawnlist. If a unit moves in, HAAC is retained 
  • If a Div HQ, Air or Naval Bde is the Unit next to the No Man's Land town, it is possible to AO town linked to the No Man's Land town and attack it with an MSP whose origin is the HQ/Air/Naval town if the target is the linking FB 


Considerations:

  • Typically it is good to withdraw from the front and create a No Man's Land town is the AB is strongly camped 
  • Hardcap/Softcap AO numbers are often an issue. Withdrawal to create an Axis softcap AO can be a useful tool to disrupt Axis momentum
  • MSPs can be created from the FB which can be used to warp into town
  • Defenders still have the advantage in a No Mans Land town as both sides start in the same position (either from their fb or town) however defenders have a spawnable

 

Dot Commands Edit

.NE indicates the movement timer and the FALLBACK destination of the unit you are in from
.NE <unit code> indicates the movement timer for any other unit

.DU indicates the supply ticket queue for the unit you are in - this tells you how the supply will be refillling the unit and is useful for estimating the combat readiness of the unit
.DU <unit code> indicates the supply queue for any other unit

.OICVOLUNTEER <unit code> appoints you as OiC of the unit
.OICNOMINATE <unit name> <playername> offers OiC of that unit to the named player. The player will receive notification after about 2 minutes.
(Both .OIC commands can be actioned via the gamemap dropdown menus)