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Old October 28th, 2008, 12:30 PM

Lt. Ketch Lt. Ketch is offline
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Default Re: Spotting woes

I read somewhere to never let your scouts be caught in the open. I didn't pay too much attention to it because I figured, "Hey, their scouts. They're trained to see things. If they can't see anything, it's not there." All you veterans can keep laughing if you want. I learned my lesson, FAST! Needless to say I'm still learning how to effectivly use scouts. (Thanks for the posts here.)When all else fails, I use lots and lots of smoke gernades. Yeah, the enemy may know where you are, but at least he knew that anyway and know he can't shoot at you.

"As for infantry and scouts being transported, don't unload them within enemy line of sight. Use terrain (forests, hills, buildings) to shield them from likely enemy positions, or drop a protective smoke screen in front of the area where you are going to unload." - Greifbringer

Listen to Greifbringer and never, never, never unload scouts in the enemy's LOS. I had two scout HTs and two scouts squads wiped out in a single turn and was pretty much blind in that half of the map for the rest of the turn. Yeah, big mistake. Don't make it.
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  #2  
Old October 28th, 2008, 02:28 PM
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Mobhack Mobhack is offline
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Default Re: Spotting woes

If you dismount anything from a spotted vehicle then the dismounts are auto-spotted.

Infantry that have moved 1 hex are more vulnerable to fire (including indirect arty) than those which remained stationary, 2 hexes more than 1 etc., etc.

If there is a possibility of effective enemy fire, or a barrage is expected then try to keep those grunts that require to move to 1 hex, possibly 2 at a maximum. Those which dismount from transport are considered to have moved the transports speed in hexes. Fire on such can be positively lethal - they are treated as a "bunched" target. If you require to dismount in LOS then try to do it from transports that have moved 2 or less hexes!.

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