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Old June 30th, 2009, 12:07 AM
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Default Re: Scouting/Recon

Okay on scout vehicles I have said before sometimes against a human play with a house rule for first 2 or 3 turns only your scout formations can move.
When do this or play as scouts/special forces the vehicles are mainly to get you there & for extraction if things get a bit hot. If the terrain allows they can help fill gaps in your survelance. Changes the nature of the game & sometimes allow a Mech platoon or similar to accompany them. Look at formations & see what they use.

Just like you would be mad to use helos on a map with no cover using a vehicle to watch for the enemy would be insane on the same map. You treat them just like your FOO vehicles they only take up positions where they have an exit route & that you judge reasonably safe. In woods for instance with a view of say 30+ hexes, the further the better. If you cant arrive there moving very slowly its probably not safe & normally what you do is drop the leg guys off & let them take up the position. But there may be another useful nearby location.
Cmon guys whats a scout going to do drive at speed to the top of a hill & stop or get to the hill fast & then make a cautious aproach on to it. I would assume the second as option one means hes a lucky son of a Gun or dead. Even if hes out of range steel rain is on the way.
Low visibility & a vehicle with vision aids now you can look at the situation & role the dice.
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Old June 30th, 2009, 02:31 AM
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Default Re: Scouting/Recon

This is my last post on the subject as its going nowhere, the last post was to explain why some units are called scout vehicles, mainly because they are in scout formations.
What exactly do you guys want your scouts to be able to do?
Within the limited confines of the game I think they fill there role just fine, both foot & vehicle. The game tries its best to represent units in a realistic maner meaning your best bet is often to use them in the same maner. Your snipper for example tends to live a lot longer if he stays back & takes the odd important shot instead of leading the assault.

Once the invisible vehicle is perfected you can be sneaky with vehicles but guess what going fast will still get it killed in real life. Why it will throw up dust etc disturb the terrain make noise & will really only be an asset against poorly equiped armies as thermal vision or some other counter will become common.

The simple solution is not to ask to much of them & give them objectives they stand a chance of achieving. Charging headlong at an unseen enemy is not wise & quite why a scout should survive better than a regular unit is beyond me.

For those of you that want an RTS aproach I suggest editing scouts to 160+ exp.
Do remember to dumb down there weapon accuracys & or FC etc or they will be crack shots to. Dont forget to run them through the cost calculator as they will now probably be at least twice as expensive as the vanilla unit.
They do however now I think do all the things better you are after in a scout unit. Namely see hide & evade better

Last edited by Imp; June 30th, 2009 at 02:38 AM..
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