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  #1  
Old April 30th, 2007, 09:14 AM

badger45 badger45 is offline
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Default Re: LOS and spotting

Quote:
I can see your point about 88's etc.. on Defend/Assault missions cos theyre dugin and in prep'd positions, but on delay/advance type they're not supposed to be, or I got that wrong?
Dug-in status is for troops in well prepared positions, and accordingly it is more difficult to spot (not covered in my example). I fear I don't have much experience with such positions, as most of our exercises were about hastily prepared posts - you had usually hour or two to prepare, which is something the game does not refer to as dug-in. Therefore these hasty positions are in-game "Ready, not moving" you encounter in all but assault-defend missions. My point was, that it is quite possible to conceal 2m high At gun even if you have only quarter or half an hour. We usually used dozers - don't know what used Germans in WW2, but I suppose, they did not rely on muscles only

Regarding "must have" scouts: they do NOT spot better, regardless their name (if I am wrong, hope DRG or Mobhack say it). They are just small infantry teams (size 0), like MGs, AT teams or snipers. Their main advantage over these is the combination of 4 man, high speed and low costs.

The last point is not so pronounced in SPWW2, but it gets more importance later in the SPMBT. 4 man insure it much higher probability of surviving in face of random attack and their high speed allows them to move quickly over safe areas. So you can in fact use snipers, but you cannot afford ANY encounter, you can use MGs, but you will be ALLWAYS slowed down to movement 4 (e.g one hex in snow), you can use AT teams, but be prepared to half more or double the costs (for no effect, as you don't want to fight anyway ).

To put the scouts into perspective of example. Last battle I fought Germans in December 1941 with crap company of 12 BT tanks, platoon of scouts, FO and battalion of 152 mm cannon howitzers. Germans deployed to the objective a rifle company and wild mix of PzIIIH, Pz-II, Lt-38 and two two armored cars. A total of about twenty vehicles with infantry loaded on them.

My BT tanks had transported the scouts and FO quite quickly through the safe zone (meeting engagement), where they dismounted to positions about 400-500 meters around objective, so as to have nice look at approach lines. Germans arrived due to their low mobility later (I gave them no hint, I am there, by leaving the objective unoccupied). I could see all of the German advance, plot artillery mission to suitable place and prepare my tanks, so that they envelop the expected enemy position and could 'pop up' after first shell land (pop up, i.e. move one hex, shoot one round at a time, at the end go back). All gone well (rare occasion) and after the artillery laid a concentrated fire of 80 shells, suppressing almost all enemy units, I popped up carefully with the BT tanks, killed what I could, and hide again. This continued for three turns. Arty burned two wehicles and wiped out some infantry, the rest being finished by my tanks. Enemy managed to get some lucky shots and killed two BTs (had I T-34, there would be no losses). Scouts proved absolutely vital to a mission. Without them I would 1] had no clue where to fire the arty and where to hide the tanks, 2] could not avoid tank to tank engagement (I used different firing directions, forcing his tanks to turn around a lot and almost always shooting his 'back' - had it been head to head, he would burn me in one turn). As this task group was just about the only task group of Germans, it routed his entire force. Easy victory.

If I had regular infantry there, I may have been spotted (not to mention, that BT and later light tanks like T-60 cannot load them). AT teams were not usable (tanks were accompanied by infantry). At least one sniper would die (friendly arty).MGs would have trouble to move after dismounting (I had to cross about six or seven hexes, turns out as 3 turns more, i.e. loosing the time used to prepare ambush).

Keeping the scouts alive is a challenge, but not that high, unless you play assault mission. I tend to keep the scouts on flanks of formations, rarely using them on main battle tanks or in advance of my main group. Rather I send them forward but on the less obvious paths and adjust the battle plan accordingly to what they spot. BTW the above example was preceded by four battles where I did not guess in advance, what would be the main attack axis, and all four times a flanking scouts saved the day, allowing me to change the direction of my own attack to suit enemy 'needs'

Regards,
badger45

BTW quite a long post... sorry
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  #2  
Old April 30th, 2007, 10:06 AM
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dlazov dlazov is offline
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Default Oldies...

Warwick, Yes I remember Troopie, not sure on Jerry, heres the list I vaguely remember chatting and gaming with

Warwick
dlazov
Ed Mortimer
Jon Cassino
Carp
richard854xxx
mk
Zaphoid Beelte Bock
Wonderstuck
Pat Gilland
wwpanzerdk
Dan Combs
Blazejoes & Leopald Leo (da pair...)
carlfinkinstien
B&GStag
Burges

And so on.

good post gone by...
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  #3  
Old May 1st, 2007, 12:45 AM
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Warwick Warwick is offline
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Default Re: Oldies...

Yep all those plus Doug McBratney, Miguel (Barbed Wire) Aparicio,Richard Muirhead, Richard Hopkins, and Luke Bennett
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Old May 1st, 2007, 04:25 PM

narwan narwan is offline
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Default Re: Oldies...

Spotting ability is partly depended on experience of the unit. Most scout units have an experience (and morale) bonus and hence spot slightly better on average. But there is no additional bonus for them being 'scouts'.

Narwan
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  #5  
Old April 30th, 2007, 02:10 PM

MajorDisaster MajorDisaster is offline
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Default Re: LOS and spotting

I didnt know they didnt have better spotting skills. Something learnt there then. I've been using them the same way - on extreme flanks and they can definitely save your bacon. I got a German campaign going and like you say, keep them on the flanks and avoid fights unless in deep sh*t, though where they have come unstuck sometimes is when strolling through 1 hex visibility woodland and suddenly a bunch of T34's carrying infantry turns up where their last turn ended.... ooops. On the otherhand if you aint so unlucky, (or is that just more careful?), they can be used for causing chaos at enemy rear. I put them in 250/1's but you have to be very careful with that for obvious reasons But they handy for getting your scouts across a large chunk of map early on or getting an unlucky pinned scout unit out of trouble. Just dont park up somewhere risky with the scout still on board. I've recently beefed up each of the 2 groups, each one has 2 Aufklarer; 2 250/1; 1 Puma; 1 250/7; 1 250/17. Ok now n then a unit lunches it, but c'est la guerre, sh*t happens. Last delay mission they got bypassed by attacking enemy armour (valuable info passed back to HQ about what was heading where), and went on to scout out enemy mortars. Later on they knocked out 2 Russian rocket launchers, 3 mortars, assorted fleeing inftry from the main battle. So a Must Have Item for sure The amount of times I would have been caught unawares without scouts of some sort makes them worth every point spent.
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