Fog of War

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

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Rosseau
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Fog of War

Post by Rosseau »

I'm playing the Longstop Hill scenario as the Axis with Fog on High. Should I really be able to see the Allied units entering from the bottom of the map? I can't tell what type they are, of course, but it would improve the drama of the game if Fog on high was a bit foggier?
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sabre1
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RE: Fog of War

Post by sabre1 »

+1^
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Obsolete
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RE: Fog of War

Post by Obsolete »

I'm playing the Longstop Hill scenario as the Axis with Fog on High. Should I really be able to see the Allied units entering from the bottom of the map?

FoW is much different than what you'd expect in an RTS, yes. It doesn't quite work by distance only, but other factors. Look at it this way, if we hid units until they were close to your counters, then any retired army vet would be cussing all over the forums on how unrealistic this is, and why can't his expected ambient visual factors like air recons, ground recons, and spies, etc. tell him of the approaching units far before they even get close.




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Rosseau
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RE: Fog of War

Post by Rosseau »

In retrospect, I agree. Seeing an entire regiment just come out of nowhere would be NG.

I did notice a brit unit just two hexes away with the generic symbol on high fog. So it's working well. It drove me nuts not knowing what it was. So I did some recon and got myself in trouble, as it should be. Thanks Obsolete.

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PirateJock
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RE: Fog of War

Post by PirateJock »

Artillery always seems to be revealed - suppose it's because they make such a big bang so easily located [;)]

Anybody have much success with counter-battery fire?

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sabre1
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RE: Fog of War

Post by sabre1 »

Nope, it never seems to have any effect, other than to let you know that I know where you are.
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Obsolete
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RE: Fog of War

Post by Obsolete »

Bombarding (non-assault) will always be a bit week because of -1 and -2 column shifts.

Back to the FoW issues, the worst possible FoW mechanic I've seen in a wargame was in PG-III. Though earlier versions may have had the same problem. I do remember in particular, having a super-duper hero unit (very high scouting ability), and while he was SUPPOSED to spot things many hexes away, I'd have an enemy unit just show up out of no-where and instantly kill him.

An analysis showed that when my unit was at the edge of a map, for some unknown reason it isn't allow to know there are units 1 hex off the edge of the map, and enemy units can just spawn next to my recon therefore and insta-kill him.

Alright this problem isn't just with PG but with a billion other wargames, but it sure seemed to always hurt & sting the most in PG.

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PirateJock
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RE: Fog of War

Post by PirateJock »

I did notice a brit unit just two hexes away with the generic symbol on high fog. So it's working well. It drove me nuts not knowing what it was. So I did some recon and got myself in trouble, as it should be.
If the enemy unit is in woods you can be adjacent and still not know what it is - annoying but nice touch. Also means you've no idea what damage you're causing ... until he's destroyed (hopefully) or runs away.

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Obsolete
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RE: Fog of War

Post by Obsolete »

Re-reading this thread, just to add to Jock's last input...

The situation mentioned only occurs during night-time hours, during the day you would get LIMITED info on that unit, so you'd then at least know what TYPE of unit it was. Of course, if your adjacent enemy decided to take advantage of opportunity or direct fire, then he'd be surrendering extra info over to you...
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