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  #1  
Old June 28th, 2009, 08:37 AM

c_of_red c_of_red is offline
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Default Re: Scouting/Recon

In the original SP, Vehicles of the class scout DID get a searching bonus.
They searched at the same percentage as Infantry instead of as vehicles.
I don't know if that was changed. Everybody says it has, but I haven't found anything in writing that says it has.
In the beginning, the base number for searching depended on the unit class.
The highest was Infantry, then vehicles, then aircraft. IIRC, the first modifier was moving or ready. I think the % was cut in half if moving, then another cut if the fast moving flag was set (If the unit has used more then 1/2 it's MP's that turn, a fast moving flag is set and that unit is penalized when searching or shooting. Then there are modifiers for Experience, if the unit being 'searched' is moving, it's experience, terrain, visibility, suppression etc.
Putting a leg scout in place is a two turn project at the minimum. 3 turns is better.
You move the vehicle transporting your unit to within 1 hex of where you want your scout and dismount the scout. Next turn move the vehicle away, LEAVE THE SCOUT ALONE. You want your scout to sit a turn so the fast moving flag will go off. Then you move your scout into the hide.
Course, you don't always have time to do this.
If you have to do a rolling scout, then get the smallest scout team you have ( 2 or 3 men max) and the vehicle with them most MP's that will carry them. Then you drive along, unloading the scouts ever hex or so, to see if the draw fire. If they don't, load them back into their vehicle and redo until you are out of MP's.
Example; you have a spiffy Hubmobile Mk II with 28MP's and a 2 man scout team inside. You move them down a road 4 hexes, costing 4MP's. Then you unload your scouts. You now have 22 MP's left. load the scouts back up (nobody shot at you, which doesn't mean nobody is there, just that they didn't shoot at you) and your down to 20 MP's. move 4 more hexes down the road and unload the scouts. you now have 14Mp's. That means you can do one more evolution and have 6 MP's left. Notice I'm moving 4 hexes per evolution? That is because there is a searching step a 4 hexes. Searching IS NOE ( Was Not?) linear. It used a gate system IIRC the ranges were 4 12, 20 and >40. Not sure if it still works that way, since it seldom matters. Except for the under 4 hexes. that was the step for ready Infantry searching any moving unit >size 1 at 99%.
Let's see, you still have 6 MP's. You can stretch out your next evolution to 6 hexes, since you can always unload, even if you don't have the MP's to do so, or you can do the standard 4, or sometime, if there is a good place to hide close, if you move less then 3, you can unload and still be able to move your vehicle away from the scout.
Now if I'm wrong on any of this, I'm sure it will be pointed out, then we will both know how it is being done in the latest version.
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Old June 28th, 2009, 09:49 AM
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Default Re: Scouting/Recon

It never ceases to amaze me how in depth people get with the game mechanics. I consider myself quite observant & watch what happens. As it turns out the human brain is a marvelous thing & when people say how does this work you realise that a basic understanding has been tucked away. You may well be right on search mechanics but for me personaly I want to understand the rudementary mechanics rather than reducing it very much to a game & taking advantage of the system underneath as this spoils the game IMHO. All to our own though but for the likes of me & simplicity moving bad, faster worse

For possible thought on your leap frog scout.
They are expensive compared to a squad & unlike a squad a 2 man team is nearly useless if it loses a man. doing this is subjecting it to danger so yes might only get one unload but at least the squad is more likely to be useful after.
I only say this because he is fast moving so fire at is dangerous & the question was how do I keep my scouts alive. I would suggest this wont help though agree on some maps you have to do something like this or make progress very slowly.
The question you should ask is will the possible loss of the unit be worth the info gained, if so its a go.
As a last point try & remember your lead units smoke status & if your vehicle has dischargers consider driving to expected contact point & poping them before unloading if no other cover is available.
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Old June 28th, 2009, 03:18 PM
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Default Re: Scouting/Recon

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Originally Posted by Imp View Post
It never ceases to amaze me how in depth people get with the game mechanics. I consider myself quite observant & watch what happens. As it turns out the human brain is a marvelous thing & when people say how does this work you realise that a basic understanding has been tucked away. You may well be right on search mechanics but for me personaly I want to understand the rudementary mechanics rather than reducing it very much to a game & taking advantage of the system underneath as this spoils the game IMHO. All to our own though but for the likes of me & simplicity moving bad, faster worse
Look at it this way.
If it were real life we'd be using what works in real life.
Since it's a game we use what works in game.

Most of us try to avoid "pure" gamey stuff (bug, rule, game mechanic exploits) but we have to do what works in the game not necessarily what works in real life.

The game mechanics give a rather large bonus to spotting moving units. I can tell you from real life it's very difficult to spot a couple guys moving at all cautiously at 50m much less the 2,3, 500 the game allows for.
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Old June 29th, 2009, 01:43 AM
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Default Re: Scouting/Recon

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Originally Posted by Suhiir View Post
The game mechanics give a rather large bonus to spotting moving units. I can tell you from real life it's very difficult to spot a couple guys moving at all cautiously at 50m much less the 2,3, 500 the game allows for.
When you get time you can post an example of "a couple guys ", "moving at all cautiously " that are easily spotted" at "the 2,3, 500 the game allows for" if those couple of guys don't do something dumbass like fire their weapons.

I have an example of scouts spotting the majority of the stationary enemy units after they moved towards them and only two units were spotted and fired on. One at 150 yards and one at 50 and had I had arty support I could have beaten the crap out of them and they would have had no clue where the fire was being called from and that's with a high visibility in a height 1 field not a height three tall grass

Don
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Old June 29th, 2009, 12:06 PM
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Default Re: Scouting/Recon

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Suhiir View Post
The game mechanics give a rather large bonus to spotting moving units. I can tell you from real life it's very difficult to spot a couple guys moving at all cautiously at 50m much less the 2,3, 500 the game allows for.
When you get time you can post an example of "a couple guys ", "moving at all cautiously " that are easily spotted" at "the 2,3, 500 the game allows for" if those couple of guys don't do something dumbass like fire their weapons.

I have an example of scouts spotting the majority of the stationary enemy units after they moved towards them and only two units were spotted and fired on. One at 150 yards and one at 50 and had I had arty support I could have beaten the crap out of them and they would have had no clue where the fire was being called from and that's with a high visibility in a height 1 field not a height three tall grass

Don
Sorry, I was not meaning to imply scout (or for that matter any size 0 or 1 unit) was easily or often spotted at longer ranges, just that is does happen.

As for a test an easy one is to do an assault scenario and buy a bunch of AI controlled scout or infantry units. Set your units to fire at very short range (if at all) then just sit there and watch the AI units advance on your positions.
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Old June 29th, 2009, 12:25 PM
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Default Re: Scouting/Recon

One problem with your test Suhiir, most of those leg units will get spotted because they are moving as fast as possible across open terrain. Its the movement that gives them away basic animal programing war or otherwise if it moves it could be a threat so we automatically scan that area better to confirm what we thought moved did.
Repeated DRGs point sorry
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Old June 29th, 2009, 03:12 PM
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Default Re: Scouting/Recon

Good point about the movement speed.

However...
How often is a scenario long enough for you to be able to move that slowly?

This is another of those "game" VS "RL" issues that really has no "answer".
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Old June 28th, 2009, 05:33 PM
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Default Re: Scouting/Recon

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Originally Posted by Imp View Post
...
You may well be right on search mechanics but for me personaly I want to understand the rudementary mechanics rather than reducing it very much to a game & taking advantage of the system underneath as this spoils the game IMHO. All to our own though but for the likes of me & simplicity moving bad, faster worse
...
If winSPMBT was a board-game and you were sticking to the "rudimentary mechanics" and not "taking advance of the system" you would actually be playing the game (BTW it is a game eh!) without full knowledge of its rules or the intent to use them. Of course you play the game as you wish (heck it's a hobby after all) but in my book game rules are the "soul" of games. Now, the computer handles the "arithmetic" of it all and eventually, if you keep playing the game, you may develop an instinct for it, which in essence is a form of "discovering" the underlying rules. Believe me, I understand your "spirit" on the issue. But sometimes I miss a clear-cut "traditional" rulebook ... it can save you time and time can be a scarce commodity...
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Old June 28th, 2009, 08:21 PM

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Default Re: Scouting/Recon

Quote:
Originally Posted by c_of_red View Post
In the original SP, Vehicles of the class scout DID get a searching bonus.
They searched at the same percentage as Infantry instead of as vehicles.
I don't know if that was changed.
Here is the source of the confusion. WinSPWW2/WinSPMBT, scouts have no extra spotting ability or ability to stay hidden (aside from that inherit with being a size 0 unit). In SPWaW, a similar competitive product, recon units do receive a 25% spotting bonus. Since many people play both games, a certain degree of confusion occurs.

While I don't know all the details, it seems that the development teams for both the WinSP games and the SPWaW game originally worked for one single company. That company was responsible for the original DOS version of the game. Somewhere along the line, creative differences or something along those lines created a split and two independent competitive businesses. Don and Andy know more about it than I do. The long and short of it is with two similar games, sometimes the line blurs a bit and it is difficult to remember which game does what when it comes to the little details.
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  #10  
Old June 28th, 2009, 10:54 PM
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Default Re: Scouting/Recon

Understand all your points on game mechanics as I say everyone to his own.
Myself I like to know what does what & for complex stuff which this game is not some detail. As its mainly a tactical than rule driven game discovering how to do the stuff is half the fun. I could have a chart that says a tank with FC/RF XX etc will have a hit chance of approximatly XX but its more fun to fudge it. Still forget & take a silly shot but generally just do what seems to work. For instance on the occasions I turn a units range down normally use 3 not because I knew there was a step there but because it seemed to work. Now I know why & in fact had probably figured it out without realising.

C of Red my quota is full at present but we can certainly have a bash once one ends.
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