spotting

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PvtBenjamin
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Re: spotting

Post by PvtBenjamin »

Sugar wrote: Sun Mar 13, 2022 7:39 am Spotting and Scouting are major parts of the Air Warfare. Change that, and you probably destroy the best part of the game; same applies to how the intercept mechanic works.

There are several opportunities for the defender to make best use of his defense assets; that`s jaut a matter of "know how", not of the intercept range,
I agree. This is just a function of knowing how to protect your HQs, it just takes more thought than moving the HQ right behind forward units every turn.

I do agree that sending the Axis fighter first turn should have higher penalties, there should be a function that fighters only intercept bombers.
El_Condoro
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Re: spotting

Post by El_Condoro »

Disclaimer: I know nothing about the use of recon aircraft in WW2.

The Fw-189 Uhu had an operational range of over 900 km. The distance from Rostov to Stalingrad is about 400 km in a straight line (8 hexes on the WiE map). If the Uhu travelled in a straight line and spent a bit of time flying around, it could get to Stalingrad and back to Rostov in one flight. I doubt they would be used that far behind the lines but they could do it. A turn is 7+ days and so even if only one Uhu flew out each day in a new direction, all directions could be covered.

The game shows a fighter but I imagine the unit is made up of all sorts of aircraft, including recon aircraft. So when that fighter unit moves to the front, spots and moves back, I imagine it has sent out recon aircraft in a 7+ day period, scouted around and then left. To me, it's plausible. Annoying if you're spotted but plausible!
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OldCrowBalthazor
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Re: spotting

Post by OldCrowBalthazor »

Duedman wrote: Thu Mar 17, 2022 7:08 pm Current passive spotting is just way too powerful.
I loaded an old save with LR techlevel 4. Thats 6(!!!) hexes all around spotting (but no navel spotting for whatever reason).
Granted - nobody gets to lvl4. But lvl2 already gives 4 all around.

Just fly to the front and nothing will ever ambush you again. Thats just not good.
Maybe give Fighters 2 scouting moves? Or let ppl build Recon cars?

spotting.jpg
I have to agree this flying up close to the front, passively spotting, then restaging in the rear is a bit goofy. You even agreed :) . (Been watching your shenanigans on YT :twisted: )
Still, it could be argued that since this is a rather abstract game when it comes to these kind of mechanics...it could be reasonable. A dispersal of the air elements etc etc until a final base is secured.
One easy way to fix this is make so an air unit can only fly and stage one time. If a commander wanted to stage an air wing close to the front so 'see' passively beyond the enemy's lines, and risk the hazard...so be it!
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LLv34Mika
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Re: spotting

Post by LLv34Mika »

can live with that... can also live with cheaper costs for operating air units and not moving them around at all. Actually they should land on bases only and not wherever they want.

I can also live with the way it is. I would just prefer it in a less gamey way.
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archmache
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Re: spotting

Post by archmache »

yeah I've advocated for people to built recon cars BUT there's needs to be a change that when the recon car "runs into" a unit (since its reconning) it does not attack or lose movement point. I.e. it can go in and out. It should only have vision of 1 hex away not 2 like the other units to compensate though.

additionally given the vast expanse of Russia the whole idea of having counter pushes and build ups to attack axis weak points is negated by insane axis air recon (almost true to history) but seeing 7 hexes away I agree is a bit much. I think having to recon should take up a move or something or at least a change such that the "passive" is only so much and the "active" costs something
Sugar
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Re: spotting

Post by Sugar »

One easy way to fix this is make so an air unit can only fly and stage one time.
Best example how easy it is to misjudge game changes: we already had that in previuos games like SC AoC. It simply means to halve the times you can use your air force and every second turn leave it without supply far behind the front line.

Btw: in previuos games the passive spotting range was double than in SC3...

Leave it as it is. Some players might exploit, but at least both players can.
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OldCrowBalthazor
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Re: spotting

Post by OldCrowBalthazor »

Sugar wrote: Tue Mar 29, 2022 6:21 am
One easy way to fix this is make so an air unit can only fly and stage one time.
Best example how easy it is to misjudge game changes: we already had that in previuos games like SC AoC. It simply means to halve the times you can use your air force and every second turn leave it without supply far behind the front line.

Btw: in previuos games the passive spotting range was double than in SC3...

Leave it as it is. Some players might exploit, but at least both players can.
I would agree with that...just was throwing out an idea. As it was, this game has a lot of abstraction, and I could also rationalize how things stand right now. And your right...both sides can do this. ;)
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Duedman
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Re: spotting

Post by Duedman »

I'd cut passive spotting range down to 2 hexes regardless of lvl of range tech. And be done with it.

I do not want an enemy to see deep into my lines with little to no effort.
And actually I do not want to be able to do that myself.
If there is a need for scouting, ppl should have to actively scout.

As of now it is totally silly and I can not understand how anyone can like it.
I guess the most of us are seasoned TBS veterans. And in what other game can you scout the whole enemy front 5 hexes deep? Just silly.

Do ppl actually play with house rules that forbid moving planes directly to the front and back?
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