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Re: Scouting/Recon
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Training is also more in tune with avoiding being spotted while scouting. In the game, it's up to the code and how the player moves the unit. You might have an argument here that scouts should be more difficult to spot, but leg scouts are already size 0. And there are a whole host of other aspects of scout training that don't have anything to do with looking for the enemy. An example would be evaluating routes for heavier assets following behind. It wouldn't do well to have an M1A2 come up to a bridge that wasn't able to handle it's weight. Even that aspect is moot in the game. All bridges handle all tanks. In game terms, what is really left that makes a scout different than regular units? If you want details on what scouts do, at least in the US Army, here is are links to FM 7-92 and FM 17-98: http://www.globalsecurity.org/milita...001/index.html http://www.globalsecurity.org/milita...-98/index.html Nothing classified in these or they wouldn't be on the internet. |
Re: Scouting/Recon
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Don |
Re: Scouting/Recon
They work perfectly well if used as intended, as said the one benefit they have over a squad is they are harder to detect.
The majority of my scouts normaly survive so long as I do not ask to much of them. Trying to get all the way to a rear area or take out a tank help a unit in at tricky situation is what gets them killed. Urban warfare & jungles to but they are dangerous locals period. A point & I may be wrong but scouts generally do have better chance to spot than a squad. Most scout units are in effect a squad the game has split into 2 half squads to aid it in said mission so man for man blah blah. |
Re: Scouting/Recon
From experience scout units and scout vehicles work very well. Usually against my forces, but they do work. Sometimes it feels like they are a bit too good, but that is perhaps not the most accurate way of explaining it. When I have two mech platoons walker over a scout inf unit over say 3 turns, all of them dismount and look around, and none of them detect the scouts, then I don't know how you say it, but I say the scout units work.
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Re: Scouting/Recon
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As for a test an easy one is to do an assault scenario and buy a bunch of AI controlled scout or infantry units. Set your units to fire at very short range (if at all) then just sit there and watch the AI units advance on your positions. |
Re: Scouting/Recon
That's becasue the AI does not move at one or two hexes per turn like a human would trying to sneak in. ( thought everyone knew this.....) In the AI's universe the point of scouts is to get a response from the enemy so that artillery ( and other weapons and units )can be applied. If they get in close so much the better and they are coded not to move closer than 1 hex from a KNOWN position but it's apples and oranges comparing the way the AI uses scouts and the way a human would
Don |
Re: Scouting/Recon
One problem with your test Suhiir, most of those leg units will get spotted because they are moving as fast as possible across open terrain. Its the movement that gives them away basic animal programing war or otherwise if it moves it could be a threat so we automatically scan that area better to confirm what we thought moved did.
Repeated DRGs point sorry |
Re: Scouting/Recon
Good point about the movement speed.
However... How often is a scenario long enough for you to be able to move that slowly? This is another of those "game" VS "RL" issues that really has no "answer". |
Re: Scouting/Recon
I've been experimenting with scouts a bit and I agree that scout squads can manage to be sneaky but scout vehicles cant.
Thermal sights should make a world of difference, not just add more hexes to sight range. recon is an important part of mobile warfare and a scout unit should be adept at movement to contact, spotting and ID of enemy and disengagement. im trying to discover the 'safe' speed for vehicles to move without always being detected. I also think some of sizes need revision. example: Canadian Forces (with which im familiar). M113 size 3 LARV Coyote size 5 Leopard C3 size 5 hmmmm. dunno about that..... I would put a LAV around size 4, but thats just me and im not even sure how much that would help either. |
Re: Scouting/Recon
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It could just be circumstances since my last seven WinSPMBT campaign battles have all been "meeting engagements". The last one was 16 turns long so averaging 2 hexes per turn on a 100x100 map, my scouts wouldn't even clear the area between deployment zones. My longest scenario has been 22 turns. All of them have been computer generated lengths and I don't change the lengths. I view the times as being set by my higher command and not by "right" to change. That's just my preference. In WinSPWW2, "meeting engagements" seem to run 25 turns long and often over 30 turns. With that kind of time, I actually can use scouts for recon purposes. It is possible to shorten distance scouts have to move by giving them a ride out some distance. Two turns riding will save a scout almost ten turns cautiously walking. You just have to be careful where the scout unloads. If it is in the open, the enemy might watch your scout move every step of the way. |
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