.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old May 22nd, 2013, 01:46 PM

Warmonger Warmonger is offline
Corporal
 
Join Date: Mar 2012
Posts: 91
Thanks: 6
Thanked 1 Time in 1 Post
Warmonger is on a distinguished road
Question Visibility 1

I played a visibility 1 battle for the first time. With normal visibility size 0 units can sneak up adjacent to enemy units if they move slowly. It seems like it would be easier to sneak up on a unit when visibility is 1, however every time a size zero unit moved adjacent to an enemy unit, even when it moved only a single hex, it got seriously shot.

So are there different sighting rules under visibility 1 or was I just unlucky?
Reply With Quote
  #2  
Old May 23rd, 2013, 01:23 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 440
Thanked 1,853 Times in 1,217 Posts
Mobhack is on a distinguished road
Default Re: Visibility 1

You were just unlucky.

If you want to "sneak up" under any visibility conditions then:

Don't do it into a hex the enemy (or turret for a tank etc) is facing. In other words, go to their sides or rear. (And make sure there is not another (maybe hidden to you) enemy unit looking into that approach hex too!)

Only move one hex per move when "sneaking". The faster you go the more easily spotted you are.

It helps if there is some smoke in the approach hex.

It helps if the enemy is suppressed or itself is moving fast (if you move fast, you spot less well. If suppressed, ditto). Suppressed units have less shots, don't hit as well, and may panic if they spot you at close range when they attempt to fire.

It helps if the enemy is less skilled (experienced) as those don't spot as well as more elite troops do.

Of course if the enemy is out of shots, then anybody can walk up next to them for "free" assuming there is no-one there to give covering fire.

Andy
Don't do it if the sneaking unit is spotted by the enemy - as then there is no surprise.
Reply With Quote
The Following User Says Thank You to Mobhack For This Useful Post:
  #3  
Old May 25th, 2013, 01:33 PM
gila's Avatar

gila gila is offline
Captain
 
Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
gila is on a distinguished road
Default Re: Visibility 1

Quote:
Originally Posted by Warmonger View Post
I played a visibility 1 battle for the first time. With normal visibility size 0 units can sneak up adjacent to enemy units if they move slowly. It seems like it would be easier to sneak up on a unit when visibility is 1, however every time a size zero unit moved adjacent to an enemy unit, even when it moved only a single hex, it got seriously shot.

So are there different sighting rules under visibility 1 or was I just unlucky?
In very low vis. you need scouts and alot of them,keep your infranty tight,not wandering around,as to give support to those that get in trouble.
The worst thing is get get a squad surrounded(then annilated) with no help near by.
Blind mans bluff,
I'd aviod them myself unless you like the thrashing you most likley will get and let your men sleep.
Reply With Quote
  #4  
Old May 25th, 2013, 03:50 PM

Warmonger Warmonger is offline
Corporal
 
Join Date: Mar 2012
Posts: 91
Thanks: 6
Thanked 1 Time in 1 Post
Warmonger is on a distinguished road
Default Re: Visibility 1

As I understand it you're saying the low visibility doesn't confer any advantage to the sneaker.

The given advice is all good but doesn't apply to visibility 1 where an enemy unit can't be seen unless adjacent and then your unit gets shot.

Looks like visibility 1 is a whole different game which will take some study.
Reply With Quote
  #5  
Old May 25th, 2013, 04:56 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 440
Thanked 1,853 Times in 1,217 Posts
Mobhack is on a distinguished road
Default Re: Visibility 1

Looks like visibility 1 is a whole different game which will take some study.

It is as different as night and day....

The difficulties of night fighting, before the introduction of night vision aids meant that folks tended to use night for non-active stuff, like sleeping etc. ans so night fighting waws not too commonplace.

A) How to attack in the dead of night (before Night Vision)

A.1) lay a belt of artillery as a creeping barrage and advance very close behind this. ("Leaning into the barrage" in British terminology).
Usually, any enemy you stumble upon will be suppressed, even neutralised. Chop these down in passing.

A.2) Or simply concentrate on a selected part of his line and overwhelm it with sheer numbers, since his ranged weapons are ineffective at night time. Sure, a few of the lead elements will get slapped about badly, but the follow-on forces will eventually prevail as he loses shots. Attack in columns here, not lines.

A.3) Combine 1 and 2. Make an estimate of his main line position and only start dropping bricks on it when your approaching columns will be 3-4 hexes off. Therefore, your human opponent (the AI wont twig) - does not get the chance to fire a counter-barrage on you.

B) How to defend at night with no N/F:

You are the defender and so if stationary you will tend to notice advancing attackers as they blunder about like a herd of elephants, should they try to approach you by "sneaking up". Form a firing line and wait, if he seems to be trying to advance on you. Use your MMGs behind the firing line to fire random Z-fire out about 15-200 metres from the firing line too. Arrange for your artillery to beat up the approach zone as well. Use your FDF gold spots wisely.

This standing barrage works well even if he is trying to use the mobility attack as in A.2 and A.3. If you have mobility (even little trucks will do) - move your MG teams around every 3 moves or so as they may attract counter fires if they stay in place. If defending they will be dug-in so may not need relocation, and you could also use MG bunkers to hose the approaches in blind area fires too. Use MG bunkers that are not in the main line of resistance (put them a few hundred yards behind, and or off to a flank) so any counter fires on them don't annoy your defence line.

Bunkers are not so good at night, as they usually want to shoot at range, but ones loaded with HE area fire weaponry might be useful if you have points left over from mines, panzerfaust teams etc (night is good for panzerfausts and engineers with flame-throwers etc).

Watch your mines for explosions, and any clearance attempts and stonk these. I would probably use most of the mines immediately (1 hex) in front of my defence line and to their flanks (in case of outflanking), as well as mining every approach road randomly.

If he is using the creeping barrage trick outlined above - then as well as counter battery fires, also you can put your own "reverse barrage" just on his side of his creeping barrage, on the assumption that he is "leaning into" his own barrage....

In the defence the MRL is a most useful "assault breaker" so if you have some then don't reveal these to your human opponent by using them for random fires. Wait till you have identified a concentration of assaulters and then "drop the hammer" on these with all of the MRL you own simultaneously for shock effect.

In addition - if you have mobility (APCs etc) then you can always get out of the barrage path and set up along the shoulders of the telegraphed approach, then move in to take advantage of your own shelling of the reverse of his creeping barrage with a counter-attack of your own.

As the defender though, don't spread out in penny packets all over the map, as he may concentrate and overwhelm you with numbers locally (the main way for a night attacker to win, really - see a.2). Put out a picket line to get an idea of his main thrust axis and then use mobility to get the defence force properly arranged to receive him.

Also, you can be nasty little swine (especially to a human opponent!) by lining up on the half-way line and then rapidly moving out into the "no-man's land" between you and the attacker, ambushing him in terrain he may have thought "neutral".

Also, some nippy wee scout cars sent around his rear may have lots of fun with his artillery park!!. Visibility is 1, so he wont see you till he sees you..

Cheers
Andy
Reply With Quote
  #6  
Old May 25th, 2013, 05:46 PM

Jake77 Jake77 is offline
Private
 
Join Date: Jul 2012
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
Jake77 is on a distinguished road
Default Re: Visibility 1

If you want a real challenge against the AI try a visibility 1 or 2 delay or defend playing as the Italiens against the British. Defend is easier due to minefields, but you'll still get steamrolled by fleets of armoured cars, valentine tanks etc. Try to hold them off with hand grenade equipped Italien infantry, 37mm AT-guns, maybe the odd petrol bomb or flamethrower or crappy tankette. Some parts of the line may hold, but they'll break through elsewhere, take the victory hexes and run right into your mortars. If you're really a masochist you'll turn AI force value up to 150%... Yeah, I just did that battle in an Italien long campaign, something I'll never do again. First time I ever got a defeat against the AI.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:35 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.