Convoys why do they always get them wrong?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
I never understand the logic of convoys in games. It never makes sense to me. Convoys don`t act like people who want to live.

Situation: You are tasked to protect convoys to a location. They set off, wait a bit and set off when you go near. it`s slightly better than some other games since they wait a little, but it`s still annoying because they always set off AHEAD of you.

This means they are usually first to get shot as soon as an enemy arrives.

It`s the same for the enemy too. You`re tasked to attack an enemy convoy: There they are, well ahead of their escort- they die. Convoys should stay BACK with at least ONE mech in front or to the sides of the convoy. If an attack, the convoy stops, maybe even reverses and the Mech goes infront (if not already in front) to delay attackers until help arrives.

No convoy would just carry on ahead into the mouth of the enemy infront of it.

Why is it that the Player who is escorting, never has control of the convoy he`s protecting? In reality, were I escorting a convoy, that convoy would be under MY orders for the mission. It would stop when I say "Stop!" So I can check out what`s ahead and make sure the path is safe- Or just to keep ahead a bit. If safe, then I can order them to move on the path. If not, stay until I`ve dealt with the threat.

Surely, it cannot be hard to implement this into a tactical game can it?
 

Phaelon

Sergeant
3 Badges
Feb 24, 2018
91
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
I think the idea is to create a sense of urgency, forcing the player to constantly alter defensive posturing and limit more aggressive chasing tactics.

However, I agree that it is immersion breaking when your lightly armored, super important convey drives blindly ahead, regardless of if they have an escort to protect them against the 4 50 tonners directly ahead.
 

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
I think the idea is to create a sense of urgency, forcing the player to constantly alter defensive posturing and limit more aggressive chasing tactics.
.

I thought this too. And it`s fine if there is a situation demanding such urgency , but there`d need to be a good reason (explained in the mission) and it would be rare as it would make little sense if all the convoy died rushing all the time. Is it not better it gets there a little late than not at all?

Also, they could implement my suggestion, but have mechs attack from a different direction instead, or use diversery tactics. Place mechs ahead on the road and when the Player gets involved with that, have the AI attack from behind with more mechs or tanks where the convoy would be sitting ducks- Or at least hard to defend.

These things I thought off the top of my head (well not really it`s in historical warfare), and Devs could do it too i`m sure.
 

trionwolf

Sergeant
115 Badges
Jan 12, 2012
84
40
  • Stellaris: Galaxy Edition
  • Heir to the Throne
  • Ancient Space
  • Leviathan: Warships
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sword of the Stars II
  • Hearts of Iron III Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Pride of Nations
all you have to do is kill the starting units around the link up place, look for the road deploy 3 of your 4 mechs along the road beyond where the convoy starts, use forth to go into area that spawns convoy. not hard you just need to be careful not to set off convoy before you screen the route ahead of it
 

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
all you have to do is kill the starting units around the link up place, look for the road deploy 3 of your 4 mechs along the road beyond where the convoy starts, use forth to go into area that spawns convoy. not hard you just need to be careful not to set off convoy before you screen the route ahead of it

You don`t understand. I do it. My last mission all the convoy got through.

That`s not the point- It`s just not realistic. Convoys are not robots they`re supposed to be driven by Human Beings. So why am I saying this? Well I made it obvious in the post, You just didn`t read it properly.

If you aren`t into immersion and things happening logically you won`t understand.
 

Holy.Death

Deputy Armchair General
30 Badges
Feb 27, 2012
2.140
364
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Shadowrun: Dragonfall
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Stellaris
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Steel Division: Normandy 44
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Why is it that the Player who is escorting, never has control of the convoy he`s protecting? In reality, were I escorting a convoy, that convoy would be under MY orders for the mission. It would stop when I say "Stop!" So I can check out what`s ahead and make sure the path is safe- Or just to keep ahead a bit. If safe, then I can order them to move on the path. If not, stay until I`ve dealt with the threat.
Giving player a direct control over the convoy would certainly solve the issue in an easy way. It's either that or having the convoy follow the last mech on the road, sort of "leading the way".
 

Phaelon

Sergeant
3 Badges
Feb 24, 2018
91
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Giving player a direct control over the convoy would certainly solve the issue in an easy way. It's either that or having the convoy follow the last mech on the road, sort of "leading the way".

Yes, even something as basic as assigning a few different formations with respect to the leader's mech position would be a step in the right direction.
 

Whiskiz

Second Lieutenant
Mar 10, 2015
105
24
I never understand the logic of convoys in games. It never makes sense to me. Convoys don`t act like people who want to live.

Situation: You are tasked to protect convoys to a location. They set off, wait a bit and set off when you go near. it`s slightly better than some other games since they wait a little, but it`s still annoying because they always set off AHEAD of you.

This means they are usually first to get shot as soon as an enemy arrives.

It`s the same for the enemy too. You`re tasked to attack an enemy convoy: There they are, well ahead of their escort- they die. Convoys should stay BACK with at least ONE mech in front or to the sides of the convoy. If an attack, the convoy stops, maybe even reverses and the Mech goes infront (if not already in front) to delay attackers until help arrives.

No convoy would just carry on ahead into the mouth of the enemy infront of it.

Why is it that the Player who is escorting, never has control of the convoy he`s protecting? In reality, were I escorting a convoy, that convoy would be under MY orders for the mission. It would stop when I say "Stop!" So I can check out what`s ahead and make sure the path is safe- Or just to keep ahead a bit. If safe, then I can order them to move on the path. If not, stay until I`ve dealt with the threat.

Surely, it cannot be hard to implement this into a tactical game can it?

I think Convoy missions are buggy.

My first i cleared the rendevous point out then they spawned and took off. I was chasing after them in medium/heavy a bit behind them. They got to the dropship point where 3 enemies spawned which proceeded to one-shot half of them in the next turn or 2.

The next convoy mission - once clearing out the rendevous they stayed behind my mechs and only moved up when i did like the text/voice says they will. Everything was fine, enemies came from in front and behind and it was up to me to decide when to move up and when to stay and defend.
 

Aargh

Sergeant
94 Badges
Sep 20, 2011
50
120
  • Stellaris: Galaxy Edition
  • 500k Club
  • Age of Wonders
  • Age of Wonders II
  • Age of Wonders III
  • Age of Wonders: Planetfall Premium edition
  • BATTLETECH - Backer
  • Cities in Motion
  • Crusader Kings Complete
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • East India Company Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Hearts of Iron III
  • Imperator: Rome Deluxe Edition
  • King Arthur II
  • Knights of Honor
  • Lead and Gold
  • Leviathan: Warships
  • Magicka
  • Majesty 2 Collection
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Pillars of Eternity
  • Prison Architect
  • Rome Gold
  • Rome: Vae Victis
  • Sengoku
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Galaxy Edition
  • Surviving Mars: Digital Deluxe Edition
  • Sword of the Stars
  • Sword of the Stars II
  • The Kings Crusade
  • Tyranny: Archon Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
I think it's a realism vs gameplay thing. Sure it's not realistic for a fragile convoy to keep on trucking even if there are mechs coming to attack them, but if the convoy would stay out of trouble until you clear the way for them, the mission wouldn't be any different from a standard battle mission. Since they keep moving at a steady pace, you actually have to to think about mobility instead of just piling on more weapons and armor and shooting everything in sight.
 

Cyclone Knight

Corporal
27 Badges
Feb 28, 2018
27
0
  • Tyranny: Archon Edition
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Initiate of the Order
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Supreme Ruler 2020
  • Sword of the Stars II
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
I actually had a convoy mission where two of the vehicles followed behind my lead 'Mech and stayed behind it all the way to the destination zone, but the other two just stayed where my rearguard 'Mech was stationed and refused to go any further until enemy contacts were reported, and I sent my flankers out; then they got moving.
 

Flying Dice

First Lieutenant
41 Badges
Jan 8, 2016
241
6
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
  • Heir to the Throne
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Hearts of Iron III
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
AI vee pathfinding is really wonky, too. I just had a base defense with the additional "protect the engineer APCs en route to gib turrets". The APCs spawned on a road leading directly to the base, one turn away. They turned around, drove back down the road towards the main enemy force, and finally turned around again... to drive along the edge of a straight cliff running parallel to the road and leading straight towards the exact same destination that the road would have taken them to.
 

mork77

Captain
69 Badges
Dec 23, 2013
339
243
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Steel Division: Normandy 44
  • Stellaris: Nemesis
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
The convoy has a time table to keep.
It is your job to keep the road clear.
how you do that is your problem.
That is what you get paid for. So that the convoy doesn´t need to worry about it.

Kill the blocking forces before triggering the convoy.
 

schultz

Major
107 Badges
Dec 4, 2002
573
348
  • Cities: Skylines - After Dark
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
Kill the blocking force, then send 3 mechs ahead to the dropship/destination point, THEN trigger the convoy.

The convoy only stays behind you if you are blocking their path, As soon as you step the mech off the road, the convoy will rush ahead. I tested this out.
My convoy couldn't get to the dropship because one of my mechs was standing in its path.

In the end though, this mission is screwed up, as the enemy reinforcement mechs spawn walking distance from the dropship, stroll right past your mechs (because they act first), and one shot half the vehicles in the convoy.
 

DaNuker

Sergeant
12 Badges
Oct 28, 2011
50
0
  • Sword of the Stars II
  • Magicka
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Magicka 2
  • BATTLETECH
  • Age of Wonders III
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
The missions involving any kind of vehicular convoy has some issues:

1) The map is too small. Your interception or protection time is approximately 2-4 turns upon contact and is basically all about maximizing risk for potentially limited payoff.
2) The player is NOT informed of the route they will take. This should be essential to setup an appropriate blocking point or defensive point accordingly. The XO mission briefing should be improved.
3) If you step into the spawn hex while the battle is still raging, the convoy will just appear and be immediately killed by any surviving enemies. The spawn hex is a strict off limits zone while the battle is raging.
4) They make silly moves or move at the inopportune time without waiting for their escorting party. I had a base defence when the engineer convoy reversed and went INTO the enemy line instead of just going straight for the base.
5) Also in base defense convoys, what is up with them spawning in range of the enemy? You almost always lose one.
6) When you are chasing them, you need speed to intercept and have to withstand getting hits on all sides. I am not sure if the damage repairs is going to be worth the payday for it.
7) The enemies sometimes literally spawn right next to them when you arrive at the destination.
8) Watching the slow move animation for all the vehicles each turn is a chore.

All make for a not fun experience even though you can still win them.
 

KnightCole

Colonel
2 Badges
Mar 2, 2018
823
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
OP, you do know you can get ahead of the convoy if you simply advance several turns ahead of where the convoy will go. Dont clear, then instantly cap. Clear, leave 1 guy to cap and move up ahead of the convoy, then trigger it, and your way ahead.

All the convoy missions ive had are the same maps and approaches, so once you play the missions a few times you will have a solid grasp on where they will be going and can plan accordingly.
 

Setanta777

Second Lieutenant
1 Badges
Apr 7, 2018
141
1
  • BATTLETECH
I don't do convoy missions anymore because they go ridiculously fast which forces me to ditch all sense of self preservation or tactics just to catch up and keep up. Also the crazy short range spawn points. Even if you guess their course and stake it out, chances are one of your mechs is going to find themselves suddenly surrounded by enemies as they teleport to their spawn point. Risk vs reward just isn't enough.
 

Bodha

First Lieutenant
32 Badges
Apr 6, 2018
276
2
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Necroids
  • Island Bound
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III
  • Sword of the Stars II
  • Magicka
  • Hearts of Iron III
  • Europa Universalis III Complete
I think it's a realism vs gameplay thing. Sure it's not realistic for a fragile convoy to keep on trucking even if there are mechs coming to attack them, but if the convoy would stay out of trouble until you clear the way for them, the mission wouldn't be any different from a standard battle mission. Since they keep moving at a steady pace, you actually have to to think about mobility instead of just piling on more weapons and armor and shooting everything in sight.

Want urgency? Put a timer on it.
Want more realism? Have them under player control or allow player to give limited commands to them.

What we currently have is stupid. I don't think it's reasonable for the already fast vehicles to basically sprint down a road with a movement advantage while the screening force off-road goes slower. Of course I can push my mechs down the road before triggering the convoy but while it works it's gimmicky and thus makes the mission seem stupid.
 

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
It certainly can`t be hard to make it so you click on a convoy "Stop", click again, "Go!" With a confirmation audio. It isn`t rocket science.

Thing that gets me is I`ve seen games do it wrong 10-15 years ago and it`s still the same today.

It`s like these Devs don`t know how convoys work.
 

Rusharn

Sergeant
11 Badges
Apr 27, 2018
62
0
  • Crusader Kings II
  • Cities: Skylines
  • Magicka 2
  • Age of Wonders III
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Leviathan: Warships
  • Magicka
  • Sword of the Stars II
  • Cities: Skylines Deluxe Edition
What gets me is you go on a convey intercept and they have a bloody demolisher as one of the vehicles you have to destroy. Why do you get stuck with APC's every single time. Also it would be nice if the APC's sitting on the landing zone waiting for the last of their convoy to arrive would still fire their Med Las.
 

mork77

Captain
69 Badges
Dec 23, 2013
339
243
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Steel Division: Normandy 44
  • Stellaris: Nemesis
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
I have done this mission a few times now. If you trigger the convoy after destroying the blocking force, the convoy does dash ahead. But with sprinting, I have no problems staying at its side.
Sometimes Lois a vehicle, but the mission is still successful.