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RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Jan 25, 2014 9:17 pm
by jenrick
No worries on not seeing the post first thing, you guys are busy

I've been playing around with the air units having 1 "weapon entry" per pair of pods, with a much lower ammo number but increased lethality due to the higher amount of explosives headed out. Seems to work fairly well IMO. The Hind loaded for bear with rockets is still a beast (worse in the short term actually), but it's not one that stays engaged for long due the rapid ammo burn.
-Jenrick
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Jan 25, 2014 10:06 pm
by CapnDarwin
Helo rockets are on my list to look at for 2.04. To be honest , the rockets were an oversight. They really should acting like arty fire, salvoed, and have lower ammo count to reflect the batch fires. I should be able to work in a fix.
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Mar 15, 2014 11:34 pm
by jenrick
Tanks main guns usually have an AP, HEAT, and area rating listed. Is this representative of two or three different types of ammo, and each attack uses one and only one value (e.g. discrete KE or HEAT attacks) or does each attack take all three factors into account as sort of a "hybrid" cannon round that has capabilities of both a KE and a HEAT/HESH round? If it's the first (one factor only, e.g. discrete KE vs HEAT rounds), does the system track how many of each type are available? If it's the later then obviously it would just decrement the ammo as attacks are made.
Thanks!
-Jenrick
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Jan 03, 2015 7:54 pm
by MaxDamage
ORIGINAL: cbelva
Believe me, you can loose control of your command cycle if you don't listen to Plodder's advise. Nothing is more frustrating than watching your opponent get two orders phases to your one!
Could anyone explain which exactly negatives does one get from being out of command circle? And how can you lose an entire turn? Which circle is important: that of your generalissimo, or those of your batallion commanders?
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Also, i ve posted this question somewhere else but:
Lets say you ve got a scout and an ordinary unit in the same hex. Lets say the scout detected the opponent's unit but an ordinary unit didnt although he physically could do it, just the dice roll failed. Can an ordinary unit shoot the scout's opponent? Maybe they need to be in the same regiment or something?
In other words, how do the units share targeting information and if they do which conditions must be met?
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Jan 03, 2015 9:13 pm
by Tazak
Being out of command results in the following key (there may be others but I cant remember):
increased time for units to implement orders
reduced ammo resupply
reduced chance for morale checks (I think)
the cycle talked about is the command cycle (i.e. the time between your order phase), if your enemy has a shorter command cycle they can issue and implement orders before you leading to a worst case scenario of the enemy issues 2 or more sets of orders while you watch helplessly.
And no idea about the other question sorry, CD/MR/CB may be able to answer.
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Sat Jan 03, 2015 9:43 pm
by MaxDamage
Ok i got it. The commanders out of main command radius increase command cycle timer while the subordinates in regiments just suffer worse morale checks and lack of resupply.
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Fri Apr 27, 2018 10:57 am
by ctcharger
Are recon guys better at being out if command than regular troops?
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Fri Apr 27, 2018 12:40 pm
by CapnDarwin
Recon units operate in an independent mode and don't have command radius restrictions.
RE: Red Storm: Under the Hood - Questions and Comments
Posted: Fri Apr 27, 2018 2:11 pm
by ctcharger
Perfect! Thanks!
Probably the 3rd time I asked that question.