Recon Units, why so special?

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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rbrunsman
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Recon Units, why so special?

Post by rbrunsman »

I've noticed that some units are specially marked as recon units. Is there some inherent skill that goes with this designation? Or, is this merely of historical significance?

I find them invaluable and they are my favorite units in Campaigns. I feel terrible when I try to move them that one extra hex to reach trees or rough terrain only to run them right into the teeth on a MG nest. -- Heartbreaking!!
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Post by lnp4668 »

Foot recon gain 25% spotting bonus and vehicle recon do not surfer 50% penalty to spotting. (p.60 of manual). Recon units also do not require order to move away from their objectives with C&C on.
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mogami
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Post by mogami »

Hi, the C&C rule makes recon priceless. They can react to the changing situation without delay. Unfortuanly for my recon it means I put quite a load on them and forget how small they are. My elite recon towards the end of a Watchtower battle are always far afield hunting enemy mortars or arty. They do a good job intill I move them to where they run into a platoon or company of infantry <img src="eek.gif" border="0">
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Post by Tomanbeg »

Originally posted by rbrunsman:
I've noticed that some units are specially marked as recon units. Is there some inherent skill that goes with this designation? Or, is this merely of historical significance?

I find them invaluable and they are my favorite units in Campaigns. I feel terrible when I try to move them that one extra hex to reach trees or rough terrain only to run them right into the teeth on a MG nest. -- Heartbreaking!!

Serves you right. Never move to that last hex unless; it is not the lead unit in a column. It's the lst couple of turns and you are making a dash for glory. You are in a real tight spot and that last hex will put your unit somewhere that it can't be shot at. For scouting, the whole idea is to move up to concelement, and then move into concelment on your next turn. You are doing it backwards.
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Post by Mojo »

Originally posted by Tomanbeg:
... For scouting, the whole idea is to move up to concelement, and then move into concelment on your next turn. You are doing it backwards.
T.

D'oh! I doubt I would have caught that little trick. I've been doing it all wrong too. It just seemed logical to have them dive into cover rather than leave them exposed. Thanks
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mogami
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Post by mogami »

LOL I think all of you are saying the same thing.

First post, whacked trying to get to cover

Second post move from cover to cover (but he means if you can't move from one covered spot to another don't run move slow rather then using all movement just to get under cover)

third post OK I'll leave exposed rather then dive for cover (sarcastic bunch here at Matrix)

well yes leave exposed but move slow, out in open (1 hex) they won't be seen, but if they run 3-4 hexes to reach trees they may not make it. Recon combine stealth and concealment. Sometimes they have to cross an open area too wide to cover in one turn without running, in such cases they should actually slow down to 1 hex per turn intill they can get into cover without using all their movement allowance. (you could even have your mortars help by planting a little smoke for them) <img src="eek.gif" border="0"> This is true for all small formations (1,2 or 3 men) Everyone looks for those little AT teams in tree line Mine often kill tanks because they have remained completly still 150 meters from the trees out in the open and kill a AFV that pulls up and stops to peer into trees (with the infantry riding on top)

[ February 15, 2002: Message edited by: Mogami ]</p>
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Charles2222
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Post by Charles2222 »

If Paul is going to put in RL dimensions in CL, as he said he would for vehicles, instead of the SPWAW 'size' designations, I think you'll see recon vehicles will considerably harder to hit than they are in SPWAW.
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Post by Capt. Pixel »

As an addenda to the issue of moving stealthly in the clear -
make sure the recon units' Op response range ('Y' key) is set to zero (0), and, if not playing with C&C, set stance to defense. This seems to really help keep that 'exposed' unit hidden.

This setting insures that they won't take Op Fire at anything outside their hex. That is, unless they are shot at first.

I've even had many situations where my recon has been spotted, fired on, wounded; but I then set the range to 0, and on the next turn the recon unit 'disappears into the weeds' and manages to escape from right under the enemies nose. <img src="tongue.gif" border="0">
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Post by Capt. Pixel »

Why so special?

SPWAW has a gift for portraying the element of the unknown in warfare. Having small stealthy scout units moving to contact, and through to the enemies rear area, provides ample opportunity for psychiatric warfare.

I can't speak for the experienced level-headed commanders among this BB, but I get really unnerved when my rear area units start showing the 'spotted' asterisk. Is it a Range, a LRP, Spec Ops, glider troops? It just give me the willies!

So much so, that I offer the same gifts to my opponent. That listening post that infiltrated near the reinforcement area - he doesn't have to move and fight, he just has to keep an eye on enemy RAMF. And keep some of my opponents assets tied up dealing with the mystery. PSYCH!!

Your scouts are your eyes. I'd relate fighting SPWAW without a few scouts akin to being in a knife fight, blindfolded. <img src="eek.gif" border="0">

There is an older post (1-2 months) on this subject of scouts with a very coherent explanation of actual scout operations and function. Well worth the search and read. <img src="wink.gif" border="0">
"Always mystify, mislead, and surprise the enemy, if possible. "
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panda124c
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Post by panda124c »

Oh the joy of a scout sitting in your enemy's rear watching every move he makes. Artillery, Artillery, and more Artillery. <img src="biggrin.gif" border="0">
ljordan
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Post by ljordan »

I think the post is "Need Recon Help" from 10/27/01 for those like me who are interested.

Larry Holt copies the same material, which Vejgaard whote, in his "Introduction to Tactics Guide". It's available on a zillion sites and part of the SPWAW e-books series. The intro., Todd David Brady's "Steel Panthers Strategy and Tactics Primer" (in the same e-books series), and this forum have helped me tons.

One newbie to any others - when people say slow down, they mean it. I've been playing WBW's "Buffalo Soldiers" over and over again while trying to learn. When I race the guys around at their maximum movement, the 18 turns go by so quickly and I'm only halfway done. When I slow them down and only move 1 or two moves each turn, there's all the time in the world.

For me, the best way to remember this during the game is to sprint ahead. I can't count how many times I've jumped out of my seat when a speedy unit discovers mines in turf that other more cautious units had traversed without incident.

Knowing where everything is helps too. Hence my interest in keeping my recon units alive.
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