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Originally Posted by Mobhack
No - It is basic Steel Panthers.
One could write complicated rules about who knows what, with individual spot lists for each and every unit, and spotting results getting passed up and dowwn the chain of command. Nasty horrible code, and not worth doing since you, the all-seeing Player God KNOW that Pte Snuffy saw a panther there, so you the god-palyer can plot "blind" artillery even though your arty spotter unit really has no actual knowledge of that panther's existence. Or you the Player-god now know there are tanks on your flank, and so you pivot your flank company to face the oncoming troops (who really should continue on clueless and get surprised). There is no way to legislate for this in a 2 player "total command" type game where you have total access to your pieces.
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Thanks for your answer, it really was the way I suspected. Another quick question, could it be possible (and sensible) that SAMs can't fire a helo that's landed and didn't move last turn? In my case it didn't make sense that any SAM would consider it an aerial target and having this logic that it must be airborne to be shot with missiles would ease this problem a bit.
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Since you're probably about to ask dmnt ...
What radios do it the game is basically two things:
1) Allow a unit to call in mortars/artillery/air support
2) Allow a unit to be "in command" when located far from it's formation HQ
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Thanks, I've played the game enough to understand the effect of "radio" for the troops (I've even deciphered the X1-X3 radio codes!), I wasn't just certain what are the firing or visibility rules for SAMs. I knew that LOS does not affect the systems with radars.