air recon in ToW

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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gwgardner
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air recon in ToW

Post by gwgardner »

Haha, Chuck can't hide a 1-8 motorized division in the remotest part of his country anymore, and slip it in behind the advancing enemy unnoticed, to cut them off from supply.

dooya
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RE: air recon in ToW

Post by dooya »

Air recon reveals only 2 hexes around the target hex. This leaves much space to hide units. [:D]
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Anraz
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RE: air recon in ToW

Post by Anraz »

No, no, it is not so easy :)
Recon range depends on tech level and... just look at the screen beneath:


Image
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Uxbridge
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RE: air recon in ToW

Post by Uxbridge »

So, recon range depends on tech level! Does this imply that combat range and bombing range also depends on tech level? It would be great if it did.

Another question: I noticed that you can now attack units in sea areas. Is there a possibility to see whether there are any units there, or do one have to do it blind and hope for the best? This is a place where recon could have an influence. Recon first, attacks second.
James Ward
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RE: air recon in ToW

Post by James Ward »

Is this some sort of what if scenario? British recon being shot down by the Russkies in March of 44!
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doomtrader
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RE: air recon in ToW

Post by doomtrader »

Uxbridge, you can attack navy by air units, but it's a roulette. If your units find enemy forces, they will try to attack.
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Uxbridge
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RE: air recon in ToW

Post by Uxbridge »

I see. The change from not being able to attack at all and having the opportunity to do so is very welcome; quite a big improvement in an area where the game had its most notable weekness. But I would much rather have seen that there was some way of finding out whether there were enemy units in the area before I attacked. In one sense it does make some sense, however, since in reality the intercepting side would have to allocate air units to guard certain sea areas without knowing beforehand what they were going to find. But it's far from perfect.

We have played this game daily ever since its release, so we're beginning to get rather good at it now. Seen in retrospect I would say that the most prominent fault of the naval system is psychologically. Moving land and air units around is easy and graphically pleasing. Doing something with the naval system is very much the opposite. In most of our games we simply lose interest in it a few turns after start and no one bothers to move any ships at all. Of course, this fact is maybe more so since the game crashes every time someone loads troops on transport, why we're moving everything by sea by re-writing the land_units.csv.

After the new changes, can you see immediately after the interception whether you have struck anything? If so, this is good.

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doomtrader
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RE: air recon in ToW

Post by doomtrader »

Yes, you can see the result just after the attack.
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Uxbridge
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RE: air recon in ToW

Post by Uxbridge »

Well, that's nice! Then attacking into the area could be a way of actually examine that space. It will work fine in the Med.
SeaMonkey
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RE: air recon in ToW

Post by SeaMonkey »

Actually I believe the way this should work is dependent upon an allocation of air units to recon a certain seazone.  In reality, air units are made up of different aircraft types with the ability to perform certain roles, some with multi-role capability.
 
If you deploy air forces to a certain area, they aren't there just to await an opportunity to attack, they are there to provide certain functions and one of those is patrolling.  Most of the time there is a schedule of sorties for reconnaissance and IMO that should be an automatic feature of the game engine.  The act of deployment should automatically commence "the search" when the player makes the air unit commitment.
 
Sure, your recon elements shouldn't always be successful at disclosing the enemy, dependent upon the proximity of enemy air units, weather, map topography, perhaps the experience of the deployed units, etc., but still the revelation of enemy units should be calculated by the game engine and subsequently be apparent to the phasing player so that they can concentrate on the attack initiation.
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Uxbridge
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RE: air recon in ToW

Post by Uxbridge »

All right, but you're just talking hypothetically now, since such a change can't be implemented without a rather thorough re-writing of the game engine? If so, I do agree to the scheme you're suggesting. But within the limitations imposed by the existing engine, I feel that the new changes are welcome.
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doomtrader
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RE: air recon in ToW

Post by doomtrader »

You are both right.

We have been limitated by the game engine, but we have of course remembered that the air unit should be pretty close to seazone if attempting to attack navy
Anraz
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RE: air recon in ToW

Post by Anraz »

ORIGINAL: James Ward

Is this some sort of what if scenario? British recon being shot down by the Russkies in March of 44!



In order to test AI behavior I was playing 1939 scenario as Great Britain (to see how Germany and USSR will deal with each other). After defeating Germany (USSR won with my little help) I tried to form line of defense to attack USSR, but I was attacked by Soviets before my line was ready. I almost failed to defend [fortunately there are auto-save for rescue ;) ].

Look at the screen blow - AI is trying to form his own line of defense ( line adequate to my own). It is not ideal but looks promising. It is a part of synthetic tests, which help us to achieve the same effect in a normal play.

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Michael the Pole
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RE: air recon in ToW

Post by Michael the Pole »

ORIGINAL: Uxbridge

I see. The change from not being able to attack at all and having the opportunity to do so is very welcome; quite a big improvement in an area where the game had its most notable weekness. But I would much rather have seen that there was some way of finding out whether there were enemy units in the area before I attacked. In one sense it does make some sense, however, since in reality the intercepting side would have to allocate air units to guard certain sea areas without knowing beforehand what they were going to find. But it's far from perfect.
Uxbridge, one of the nice touches in the new game is the fact that an unsuccessfull anti-shipping search only costs a single AP. This permits a second search if you suspect that you just missed the bad guys the first time, or some other action if you wish. Aircraft are required to be within five hexes of the Sea Zone that they are searching, and this has produced some difficulty in deciding exactly where the boundries of a sea zone are located, but you learn where the "sweet spots" are pretty quickly (try just north of Hamburg, for example!) (We were unable to put sea zone borders on the main map.)
I can tell you from painfull experience that you're taking your life into your own hands by leaving naval units in a Sea Zone where you don't have air superiority. They dont call ships "bomb magnets" without a reason![8D]
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gwgardner
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RE: air recon in ToW

Post by gwgardner »

Your screenshot shows a big improvement in the AI, as far as attention to fronts goes. Now how does it react, when the enemy blitzes through that front line and begins encirclements? Does it counterattack? Does it retreat from indefensible pockets?

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doomtrader
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RE: air recon in ToW

Post by doomtrader »

In my games, it mostly it move back and tries to patch the front, simetimes it tries to cut off the blitz. Many depends on what kind of units AI have in the neigbourhood.
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Uxbridge
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RE: air recon in ToW

Post by Uxbridge »

Well, Mike, I'm just dying to have a go at it. [:)]
Anraz
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RE: air recon in ToW

Post by Anraz »

ORIGINAL:  gwgardner

Now how does it react, when the enemy blitzes through that front line and begins encirclements? Does it counterattack? Does it retreat from indefensible pockets?

Take a look here: tm.asp?m=2146508&mpage=1&key=&#2146508
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