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  #1  
Old May 30th, 2019, 04:53 PM
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DRG DRG is offline
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Default Re: Z Fire

Zovs post 27 gives the reason we looked into this but when we did we found it was doing things we had not intended

You can only Z-fire into Hexes you could see if they were in your LOS and you had the visibility to do so but it will no longer allow you to fire over obstacles and hit the hex behind the obstacle.

For example, if you have a MG with 40 range but the visibility is 10 and you are dug in on more or less flat ground then you could Z fire out to 40 hexes BUT if there are obstacles that even if you did have 40 visibility you could not shoot through then you will not be able to Z fire through or over them as they block LOS and all firing is done LOS.

Previously all kinds of things that would normally block LOS and normal firing had been "allowed" with Z-fire... the code drifted on us a bit over time because neither Andy nor I use Z-fire and if we did it was very conservatively but it's back to that we want now so all those old " house rules" about it's use should be tossed out the window

I am considering allowing the AI to Z-Fire if it takes Z-fire from a hex where the enemy is not yet seen but that is still at the " what-if" stage
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Old June 3rd, 2019, 05:08 AM

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Default Re: Z Fire

Had my beef about this in a separate thread and you'll never convince me that Z fire in v12 is completely correct. My beleif is it should be the cumulative density of the terrain that stops it and that existing scenarios need adjusting to include more indirect fire elements. I was never against building etc blocking it. However it is what it is.

This post is about how you may somewhat allieviate the problem of suppressing unseen but known units with Z fire by using the MMG and HMG ability to spray their fire. As the online guide says 'This gives weapons like MMG's and HMG's the ability to create a "beaten zone" of area fire out of their own LOS to harass enemy troop movements'. Do it be finding a hex next to or even two or three hex away.

Of cause this won't work well in woods, you'll still have to banzai when you have little or no mortars.
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Old June 3rd, 2019, 06:23 PM
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Default Re: Z Fire

Quote:
Originally Posted by chris h View Post
My beleif is it should be the cumulative density of the terrain that stops it
It does.

Quote:
Originally Posted by chris h View Post
existing scenarios need adjusting to include more indirect fire elements.
The game comes with the tools to do this already.

Quote:
Originally Posted by chris h View Post
you'll still have to banzai when you have little or no mortars.
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