View Full Version : Guide Defensive Cover & Movement Guide
Cross
November 15th, 2014, 12:36 PM
Version 2.0 of the Defensive Cover & Movement Guide is attached to this post as a ZIP file.
It should print on one page of A4 or Letter sized paper.
Preview:
https://dl.dropboxusercontent.com/u/28868437/Forum%20Images/cover-guide2.0.png
Download the ZIP file below and extract the XLS file.
Cross
ERISS
November 23rd, 2014, 06:02 PM
Thanks.
We can too right-click on your 'preview' and save it as a cover-guide2.0.png picture.
EpoletovSPR
December 1st, 2014, 05:16 AM
2 Cross:Thank you for your hard work ! :up:
A few questions.
What does it mean "Elevation (AFV)" ?
In shallow water and beach what "Defensive Cover Guide" ?
Units are only stationary if they did not move in the previous turn.
In my opinion, unit will stationary after turn opponent. That is, first of its new turn.
scorpio_rocks
December 1st, 2014, 12:48 PM
What does it mean "Elevation (AFV)" ?
In shallow water and beach what "Defensive Cover Guide" ?
Units are only stationary if they did not move in the previous turn. In my opinion, unit will stationary after turn opponent. That is, first of its new turn.
"Elevation (AFV)" means an armoured vehicle is considered "hull down" (giving it some cover and other bonuses) when on a higher elevation.
"Beach" is covered by "sand (flat)", "volcanic sand" and "soft sand dunes".
I am not sure about water - I believe something floating would count as clear = very poor a vehicle "wading" may get some cover.
Cross is correct in that the game considers that units are stationary only if they didnt move last turn (or are infantry that have "taken cover").
EpoletovSPR
December 1st, 2014, 04:16 PM
Cross is correct in that the game considers that units are stationary only if they didnt move last turn (or are infantry that have "taken cover").
You say:
1 turn - my unit moves (no stationary)
2 turn - my unit not moving (no stationary)
3 turn - my unit not moving (now stationary)
I correctly understand you ?
scorpio_rocks
December 1st, 2014, 10:38 PM
You say:
1 turn - my unit moves (no stationary)
2 turn - my unit not moving (no stationary)
3 turn - my unit not moving (now stationary)
I correctly understand you ?
That is my understanding, yes. :up:
EpoletovSPR
December 1st, 2014, 11:51 PM
It is interesting to hear the arguments of your and Cross.
It is logical that second turn unit stationary, as speed = 0 km/h.
scorpio_rocks
December 2nd, 2014, 02:07 AM
From the game guide (Game Play Notes):
... In WinSPWW2, you are considered fully stationary only if you neither moved this turn, nor the previous game turn (in technical terms, if you expend >= half your MP in a previous turn, a 'moving fast' flag is set, you need to spend a complete turn not having expended half or more MP to reset this flag). Movement will also break any fire control solution you have made on the target ('target lock') unless you have a tank with a stabiliser, which can move whilst keeping target lock, so long as the LOS between the firer and the previously engaged target is not broken...
Not my argument - this is how the game works
EpoletovSPR
December 2nd, 2014, 02:34 AM
Thanks for the link, exhaustively. :up:
Cross
December 2nd, 2014, 08:18 PM
It is interesting to hear the arguments of your and Cross.
It is logical that second turn unit stationary, as speed = 0 km/h.
Hi Epoletov,
I agree with Scorpio's answers.
The only things I would add is that Shallow Water I've listed as "water" for defensive cover (Very Poor), just like flat sand.
Soft Sand should offer slightly better cover, and probably better cover from artillery than direct fire.
A graphic explanation of Hull Down as a result of elevation:
http://i47.tinypic.com/2j121pv.png
regards,
Cross
EpoletovSPR
December 2nd, 2014, 09:57 PM
Hi, Cross !
Thanks, understood. :)
Translated on Your Guide into Russian.
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