Random Stuff:
Yeah, the encyclopedia is hard. Some units are exactly alike for the same nation... except for their Radio code. This deals with how the AI chooses or doesn't choose this unit. Other times they will have different ammo loads, or a slightly different rating like Vision, Men, or so on.
The AI isn't terribly intelligent, but every so often it will completely surprise you. I have to say, coding the AI to target artillery on intersections, buildings, victory hexes, and especially smoke (presumably from artillery fires, although... heh, heh, heh...) makes it about twice as hard as in SP:WAW (a WW2 variant, but different from winSPWW2!).
I'd say it's about on par with most game AI's--once you figure it out, it's not that hard to predict. But, then again, neither am I!
Oh, and armoured vehicles don't have hit points. In reality, you can fire at a Bradley or even an old M3 halftrack all day with an Uzi, but you're only going to rattle the crew (suppression). The bullets are too soft and too slow to do anything more. There's a tiny chance that a bullet will go somewhere dangerous, and this is, I believe, modelled! ISTR a BAR in my Japanese GSDF Police Squad taking out a N.Korean BTR. I was sweating bullets up to that point, because that stupid little AC (Armoured Car) was chewing up my men! Anyway, you actually have to penetrate the armour in order to do anything significant to an armoured vehicle, by and large. If you could just gnaw up armour, then tanks in the Great War would have been useless--there were plenty of bullets flying around the battlefield!
Oh, MG's:
MG: MachineGun
SMG: Sub-MachineGun/MachinePistole
AAMG: Anti-Aircraft MachineGun
ATMG: Anti-Tank MachineGun (I don't know if there are even any of these in the winSPWW2 OOB's!)
BMG: Bow MachineGun--placed in a fixed mount or ball on the front, or Bow, of a vehicle.
CMG: Co-Axial MachineGun--placed Co-Axially (on the same axis, IOW right next to) the main gun.
TMG: Turret MachineGun--this machinegun IS the main gun!
When in doubt, look at the ratings. If it has a VERY high Fire Control, Range Finder, and often Vision rating compared to its contemporaries, then it is probably an anti-aircraft unit. If it's got a high Pen rating--or just high enough for who you're facing--then you can use it against tanks. Never overlook AAA (Anti-Aircraft Artillery) for anti-tank/anti-APC roles!! They usually won't take out front-line tanks, but they can do a number on Reserve, Light, or 2nd-line tanks! Duster vs. AMX-13: Duster fires at range and wins.
My final advice is something I learned only after my second year of playing SP:WAW. Generate a campaign. Set the battle size to maybe, 40x80. Give yourself a good 20 or more battles, minimum! (I do 200, just in case.
) Set the game to the earliest date available for your chosen nation. Make it something around 1946 in winSPMBT. Buy a Company of Infantry. Make sure it has transportation (might be called Motor Rifles or something), artillery (mortars, Infantry Guns, etc), and ATW's (Bazookas, RR's, etc). If you need to, buy a Platoon of any of these. Also buy a Scout team, a Sniper, and a Forward Observer. Oh, get a truck-mounted section of Engineers too. That's
all!!!! Now play through. At some points you'll be thinking, "Man, I wish I had some tanks!" OK, well, maybe you need to buy some! I would say, buy them as Reinforcements first, then work on changing a COUPLE of your trucks to tanks. Make yourself earn them! Same with any other unit you want.
Oh, for scouts/snipers/FO's:
Set their range to 0. Keep them on the edge of woods. When fired on, rally them, set their range to 0, and retreat into the woods. Do
NOT let them opfire until they have at
LEAST 90-95 exp. I'd say until they have 100. Scouts and snipers are
NOT for fighting, they are for
SPOTTING!! Only move them when there is a concealed approach, and preferrably only from cover to cover and only 1/2 their max movement unless you're positive they can't be spotted. When your sniper has a target with ~60%+ chance to hit, then fire...
ONCE!! Don't take risks with scouts or snipers. Don't let them get fired upon, as losing one--which is very easy--means replacing them with a low-experience dork who's just more likely to get killed. Once their exp reaches the 80+ level, then you can start firing once (scouts) or twice (snipers) when only a few units can see them.
Further advice: Drop everyone's range to about 3 hexes. In SP:WAW, even if you didn't opfire, if someone was within your range, they had an increased chance to spot you! In winSPMBT/winSPWW2, you WILL opfire at that range (don't get to choose), and I can pretty much guarantee that below ~90exp you WILL be spotted. Your weapons' Acc rating is the number of hexes that their base to-hit score is a 50%. Then take in unit movement, terrain, etc. etc. etc. Keep it at or below this. Especially if your Pen ratings are close to their Armour ratings.
Final advice: Machineguns. Fire 1/2 your allotted shots. MG's are vicious op-firers! They also draw a lot of attention if you fire them like crazy. If you don't have an enemy unit with a 10% or higher chance to hit, don't fire. If there is an enemy infantry unit with about 6mph speed or more, fire on them regardless! At any rate, fire on fast-moving infantry first as a general rule. Final bit of final advice on MG's: You can pin/button an entire enemy Platoon in one turn. This is handy for holding back reinforcements if you're engaged in close fighting with the enemy. At close-range, MG's can deal moderate damage but get chewed up way too fast. Leave that to the infantry!