Yes, that's one of the major problems with commanders. All of the units that loose assignment, scattered around, some in combat some on the way from the factory, some on the way to repair turrets... There is a shortcut to view unassigned units (d) which means units not assigned to a group. It will show all of the units assigned to commanders, which is nonsense, really. We would need two shortcuts that will SELECT all UNASSIGNED COMBAT UNITS, meaning not assigned to commanders nor groups, one for non-artillery and one for artillery. That should be the means to quickly regroup and assign units to a new commander.RBL-4NiK8r wrote: Well for the most part Commanders were useless do to the fact they die to easy, yes that could be fixed, but when you kill one all units that were hooked to that Commander become useless and basicly sit there till you go round them back up.
The most powerful aspect of commanders is to be able to "organize" supply routes. They keep fightworthy units in frontline, let units return to fight after they are repaired and gets new units where they are needed. That's a lot of micromanagement taken care of.RBL-4NiK8r wrote: Now they were nice for targeting long range fixed a mobile artty that you had, or use them for CB fire, hell I recall one game where I took out all enemy CB towers with them and then let my artty go to town. In the SP game they were a nice thing to have at times, but once you learn most of the hot key commands you can do just as good without them, and in MP games they are just basicly cannon fodder. Also in MP games they dont last long enough to get high enough rank to make them worth usings.
I agree, they tend to get killed too easily. The main reason for that, in my opinion, is that they are too shortsighted. The get too near to the enemy instead of having combat units in front of the attack route. They have to get near, otherwise they cannot assign fire. I believe a longer sight range will solve a number of commanders' problems.


