molnibalage wrote:For 4 vehicle cell would be a great tool, but you forget someting. In the mentioned older games you could designate as many units as you wish and you could apply group formations. Same case of WG just wish more deepe setting by counting the unit type. So for ex. if you set double line, the AD units automatically could be assigned into 2nd line just behind the first and in case the formation is kept = with set same speed order.
Considering how advanced on many areas WG it is uberly shit on unit controls and unit, knows less than some 15 year old RTS...
But those 15 years old games lack a lot of wargame mechanics like cover, recon, los. It made sense because the gameplay was more similar to a medieval combat than modern war.
Unless you are in open desert, strict formations are useless.
Considering the fact, that unecessary bugs with buildings, stupid immobility crits, burning trees and other "sh...." stuff makes it a sheer pain to fight anywhere but in the open, most of the battles in Red Dragon actually happen there, out in the open, where formations are ofc a big matter.
In EE, woods were infantry territory.
In ALB, woods were tank lank
In RD, woods are just death traps for anything that moves inside of it.
Would also be fun to see Infantry and vehicles advancing in that "death" trap with the same speed...