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RubberNeck
February 16th, 2006, 06:56 PM
One minor detail that has been rolling around in my mind for a long while is how to make use of tall structures in built up areas. For example, putting the FO or a sniper in the church tower or on the roof of the local city hall. The problem of course is each hex would in essence become two, one at ground level, and one at elevation.

But it has occurred to me that helicopters are already handled in a similar manner, with each unit being capable of landing, low or high flight. Could certain infantry units be given the same type of ability? When occupying buildings of certain size or type they could be toggled between ground level or elevated with LOS being affected accordingly.

Here are a few ideas:

-Only small sized units allowed, say 1 to 3 men, recon, FO (and maybe MG units?)
-Units occupying the elevated position more easily spotted
-Damage to the building itself would eliminate elevated units
-Movement from ground to elevated (and vice versa) would expend all movement for that turn

Is it possible? Does anyone else see any value in this?

narwan
February 16th, 2006, 07:12 PM
If feasible this looks like a good idea. However, since we are talking about a 50m hex why not have a full squad deployed in upper stories of a building?

The "1 to 3 men units only" might be an idea for tree hexes (mimicing a spotter climbing in the trees for better view). I wouldn't put it very high on my to-do list though.

Cameronius
February 17th, 2006, 01:29 AM
I think this idea is great! I have been wondering about how to do this myself and just always thought it wouldn't be possible in this game. And now just maybe it is. This is an important aspect of urban warfare, and could give an RPG-7 a top attack capability http://forum.shrapnelgames.com/images/smilies/happy.gif

hoplitis
February 17th, 2006, 02:47 AM
I like the idea. I think it's a "must" for urban battles. In case it can't be done (code, time or priority limitations) I would like to hear any "quick fix" suggestions on the subject.

Pyros
February 17th, 2006, 04:47 AM
Hi,

While in the map editor, you may use a very useful advanced command: the " shift * " , which allows you to input new height values to a HEX (under certain conditions - you must experiment).

But there is another special technique for doing exactly what you had mentioned above.

Just check the picture and see the elevation and LOS of the scout unit.

As a small quiz question (for the fun http://forum.shrapnelgames.com/images/smilies/happy.gif),

Who knows what is the advanced designing method (the later one) used for achieving such results?

cheers,
Pyros

http://www.shrapnelcommunity.com/threads/uploads/406775-elevation-map.JPG

Double_Deuce
February 17th, 2006, 06:06 AM
I had forgotten about being able to do that. http://forum.shrapnelgames.com/images/smilies/confused.gif

Must re-read the manual again. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Pyros
February 17th, 2006, 10:15 AM
Just check how realistic is the LOS from that chapel.
It is as good as the real thing! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

cheers,
Pyros

http://www.shrapnelcommunity.com/threads/uploads/406799-elevation-map2.JPG

Cameronius
February 17th, 2006, 11:57 AM
Yes, I read that just the other day but did not think of this application. However this is only usable in designer scenarios. Ideally you would have not only have multi hex buildings but multi storey buildings as well. You would be able to have infantry units in the same hex but on different storeys. Ah, back to the days of Squad Leader, but without the chart and dice. /threads/images/Graemlins/icon46.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif

hoplitis
February 17th, 2006, 01:41 PM
Cameronius said:
Ah, back to the days of Squad Leader, but without the chart and dice. /threads/images/Graemlins/icon46.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif


...or the piece of thread to check LOS http://forum.shrapnelgames.com/images/smilies/smirk.gif

RVPERTVS
February 17th, 2006, 02:01 PM
What was that method again?

RubberNeck
February 17th, 2006, 03:49 PM
Thanks, Pyros. That does give the added LOS range but it also removes the 'ground floor' from the building. A unit close-assaulting another unit in the street would be exposed to suppressing fire from all around the countryside.

So the question remains, is it possible to implement a helicopter-like elevation mechanism for infantry?

Dean

Pyros
February 17th, 2006, 06:32 PM
Hi,

RubberNeck just look at this tactical suggestion (picture below). I think that this way you may be partially happy. http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

http://www.shrapnelcommunity.com/threads/uploads/406901-elevation-example.JPG

RubberNeck
February 17th, 2006, 07:04 PM
Pyros,

That is certainly an acceptable work-around. I've been toying with a WW2 campaign for the Canadians in Ortona which uses a lot of infantry in close quarters. I'll keep working...

Pyros
February 17th, 2006, 07:30 PM
I am glad I helped you a little (and good luck with your campaign designing)!

Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).

The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.

For buildings you need to improvise a little more!

So... can anyone think of this special technique? http://forum.shrapnelgames.com/images/smilies/biggrin.gif

cheers,
Pyros

Nox
February 18th, 2006, 05:52 AM
Pyros said:
Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).

The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.

For buildings you need to improvise a little more!

So... can anyone think of this special technique? http://forum.shrapnelgames.com/images/smilies/biggrin.gif
cheers,
Pyros



Spit it out already! http://forum.shrapnelgames.com/images/smilies/rant.gif

hoplitis
February 18th, 2006, 03:56 PM
I think that Pyros is putting his buildings on "invisible hills". To understand the term read:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=377847&page=4&view=collap sed&sb=5&o=&fpart=1
Pyros I've been doing my homework !!!

Pepper
February 18th, 2006, 10:31 PM
Whenever I try to use that funciton, weird things happen.

Pyros
February 19th, 2006, 06:19 AM
Gentlemen,

The trick is to first build your special building in the desired location.
Then you select a hill of 1,2,3,...,15 level and you click (in order to create that hill) in the center of the special building.
As a result of the above you will have created a tall special building.

Additionally you may fix any un-desired slope around the building with the "shift *" (this could create problems with the height of the build so you must experiment).

There is also another special technique for giving to buildings extra features but this is a different chapter!

cheers,
Pyros

Cameronius
February 20th, 2006, 10:06 AM
Rubberneck, I would love to play test this Ortona campaign that you are building! Is it going to be for winSPWW2, or are you building it in the old DOS version? /threads/images/Graemlins/Flag_Canada.gif

Cameronius
February 20th, 2006, 10:09 AM
Rubberneck,
I would love to play test this Ortona campaign that you are building. Is it for winSPWW2 or DOSSPWW2? /threads/images/Graemlins/Flag_Canada.gif

Cameronius
February 20th, 2006, 10:11 AM
Tooo Much Coffee! http://forum.shrapnelgames.com/images/smilies/eek.gif

RubberNeck
February 20th, 2006, 12:09 PM
The Ortona campaign has been rattling around for a couple years now and with the long-awaited new release of WW2 hopefully just around the corner I've decided to wait until the new platform. Once it is in the playtest stage I'll spread the word. Thanks for the offer Cameronius.