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Old April 3rd, 2019, 05:14 AM

chris h chris h is offline
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Default Re: WinSPWW2 V12 ( 2019 ) Upgrade

Quote:
Originally Posted by Felix Nephthys View Post
Quote:
Originally Posted by chris h View Post

I agree some Z fire should not have been possible, any hex with a decent density value should prevent that and looking at the game it's approx 40% density that blocks fire. In this case one is 100% the other only 15% so some fire should be possible.

The ability to suppress hexes in this way before moving into LOS is now serverely restricted. With high density terrain some other method needs to be found i.e. more artillery. Calling up artillery to surpress a hex will result on a slower game due to response times requiring longer scenario times.

Also, just about every scenario I've every played would require more artillery units in order to compensate for the inability to hose down a partially hidden hex as before. All-in-all it will make a big difference to game play.

Note that I do agree that some z fire should not have been possible, but in the instance I've posted here it should be.
But isn't the type of situation you describe (a unit wanting to fire at another unit outside of LOS) the exact reason we have artillery, mortars, air support?

As for hex density, I don't think it works that way. I never knew about any percentage, just a rating. The way I know it is that anything over 30 density in a hex and you can't see past it to another hex beyond, and the density is cumulative.
I've always looked at 30 density as 30%, a building should have 100 and block fire completely so once you get to 100 density over a number of hexes fire is blocked but that isn't the case now. In the example I posted one hex is 100% blocked due to the house the wheat field is 15%. You should be able to area/recon fire into the enemy hex. You can't because it can't see the hex.

Here's another. The MG should be able to area fire down the trail at the two units. Again it can't, it can fire at the hexes it can see. Just because you can actually see a location it does not mean you fire in the general direction. Bullets don't magically stop just because you can't actually see the location.

Yes, that's why you have art but you miss the point. Previously you could fire at a location, as I've just said, now to pin down a unit before closing to a location you could actually see it from no matter what that range is. Now you have to stop and work round to somewhere you can actually see the hex before you can fire at it without any suppressing fire. Alternatively you can call down artillery, actualy mortars as you'll be too close for big stuff. Whatever artilley it is, it takes somewhere in excess >1 turn, usually between 2/3 turns. This will slow the game down so some of the scenarios/campaigns that say move quickly or are severely limited in time will become impossible in the time frame allowed.

There is of cause the Banzai option.

One further thing I'm now experimenting with a campaign I'm playing using the new rules. It's hard due to all the observation I've mentioned above. Where my loss rate in men was moderate under the old it has increase considerably under the new
I've also tried the artillery method but the game slowed to crawl.

Everything else in the patch is really good but I'm not impressed by most of the new z key rules although I can live with the no F key use, just means more clicking.

I'm still using the new version but I'm likely to revert back very shortly.
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