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  #1  
Old January 15th, 2012, 12:06 AM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

5) It is hideously important that any decision to change a unit type adheres to unit class! Changing a infantry scout units weapons will not change its basic scout desire to only fire at range 1!
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Old January 15th, 2012, 12:23 AM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

7) If you want your Air Strikes to hit anything be careful! We have SEAD, COIN, and normal airstrikes already which indicates preferential treatment to targets found.

Not so obvious is the attraction towards newly (destroyed/created) crews which will draw most of the airstrikes.

Equally, not obvious is this... DO NOT EVER USE Ammo units for your artillery, mortars, SAMs for AI purposes. Airstrikes zone in on them preferentially as well as new units of crews which have a formation ID of the probably same Formation ID.

Dispersal of the airstrikes is likely ineffective with recommended 5 or 6 range as suggested.

Given previous comments vis a vis clear LOS Forward Observers... doesn't seem anything will change this at all. Best results are to arrange Airstrikes 1 turn at a time without any above clutter obfuscating things (no other possible targets within 500m/10 hexes)
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Old January 15th, 2012, 01:02 AM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

10) Waypoints? What waypoints?

Seriously, do not bother! Armored cars, Scouts, some helos don't even pay attention (this is the part we know). If it isn't on map on turn 0 they might still not pay attention. If Pyro is not your drinking buddy to repeat endlessly what he learned almost certain fail.

Seriously, and on this one since... it involves code and is an ancient change. Giving us 125 possible useless changes as opposed to 10 isn't actually useful! What would be nice is some system where I click'they'go! Something lacking in my desire to get Scout Helos to actually advance... to you know... Scout.

Comments about Scout class behavior etc etc etc... invalid.

If I click it should go. The end!

Also doing @#$% math to move reinforcement Turn NOT ZERO waypoints around... also #@$%in useless!
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