10 — Follow friendlies
Walks the team to the nearest vehicle or infantry of an allied house and joins whatever fight that object is in.
- Numeric ID
10- Engine ID
TMISSION_HOUND_DOG- Editor name
- Follow friendlies
- Need token
NEED_NONE- Parameters
- None
Picking what to follow
Section titled “Picking what to follow”The choice is remade every turn. Every vehicle and every infantry in the scenario is measured against one member of the team, and the nearest one that clears all of these becomes the team’s center:
- it is alive, active and out of limbo;
- its house is not the team’s own house;
- its house is allied to the team’s house;
- it is not a member of this team.
An allied house is required, and the team’s own house is excluded by name, so this line follows somebody else’s objects and never the owner’s. Where the object picked is inside a tunnel, the center becomes that tunnel’s exit cell instead of the object, so the team gathers at the mouth rather than chasing a position it cannot reach.
Following and joining in
Section titled “Following and joining in”The center is then made the team’s destination and the members are walked toward it by the move coordinator, on the same terms as an ordinary move — which is what eventually ends the line, since that coordinator is the only thing here that moves the team on.
The team also takes its fights from the object it is following. Each member that is in play and holds a target other than the followed object’s target drops it, and each member that is armed, standing still and on Guard is sent to attack whatever the followed object is aiming at.
- The object followed belongs to an allied house other than the team's own. The team's own house does not qualify, so a team with no ally on the map has nothing to follow.
- Only vehicles and infantry are considered. An allied aircraft is never followed.
- The line raises nothing itself. The team moves on once every member has reached the object being followed and come to a stop, which is a moving destination, so the line can run for a long time or never end.
- With nothing to follow the team has no center and no destination, and sits on this line doing nothing at all until an ally appears.