I suck
Moderator: MOD_SPWaW
I suck
I feel myself more stupid with this game than Artificial Insanity. In Preparing the Way I gave up becouse half of my forces got bombed and in Balkan Crisis I took four Panzer III to roughy hill to give them better LOS over trees just to see that trees block LOS anyway.
I play games to have fun, and so far I'm having more frustation with SPWAW than fun. Help me out before I throw towel! Please [&o]
I play games to have fun, and so far I'm having more frustation with SPWAW than fun. Help me out before I throw towel! Please [&o]
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
RE: I suck
Matti,
Have you read the tutorial in the manual?
Have you played the tutorial scenarios?
There is a SPWAW training academy over at The Depot. Have you thought about joining The Depot and going through the SPWAW training course there?
Don't give up. The SPWAW gaming community needs new players like you.
Have you read the tutorial in the manual?
Have you played the tutorial scenarios?
There is a SPWAW training academy over at The Depot. Have you thought about joining The Depot and going through the SPWAW training course there?
Don't give up. The SPWAW gaming community needs new players like you.
RE: I suck
perhaps you should try some generated battles first before trying those campaigns.
designers intentionally set those up to have some level of difficulty.
designers intentionally set those up to have some level of difficulty.
RE: I suck
also don't play with C&C on by default.
RE: I suck
You just started out like anyone else did. SPWaW is a complex strategy game; you don't learn it overnight.
Try playing the long campaign a few times, playing with the units and learning what they can do. Once your'e adept at playing the long campaign, start going through the scenarios and campaigns as you will. They'll still be tough, but you'l have a better understanding of how the game works.
You can turn down the AI's relative strength; increase your own, and turn off mines to create a super-easy battle in the long campaign. That's what I started out with.
Try playing the long campaign a few times, playing with the units and learning what they can do. Once your'e adept at playing the long campaign, start going through the scenarios and campaigns as you will. They'll still be tough, but you'l have a better understanding of how the game works.
You can turn down the AI's relative strength; increase your own, and turn off mines to create a super-easy battle in the long campaign. That's what I started out with.
"Wait... Holden was a cat. Suddenly it makes sense."
RE: I suck
But I learned Steel Panthers some 10 years ago... And I have played some of the tutorials (about year ago). I make more specific questions regarding infantry.ORIGINAL: azraelck
You just started out like anyone else did. SPWaW is a complex strategy game; you don't learn it overnight.
How infantry should approach suspected enemy positions (enemy units not seen yet)? Tell me some examples, like 1st scenario of Preparing the Way where france infantry is inside aircraft hangars.
If half tracks are available, how close it is reasonable to transport infantry towards enemy positions?
Is it ever good idea to move infantry with halftrack or other vehicle within some 3 hexes of enemy infantry, or any enemy unit, and dismount?
What are effective ways to locate hiding enemy infantry, other than move to adjacent hex and get killed?
Does scout and recon groups have other advantages over normal infantry squads besides faster movement? How close of enemy they can be taken without getting them killed?
Enemy infantry shoots from building or bunker but unit itself isn't seen. If structure is fired with (tank) cannons, does explosions and falling debris kill or wound infantry inside that building? (works in Classic BattleTech)
What are infantry machinegun effective ranges and how they should be deployed?
How tall are trees? How tall hill should unit be on so it can see over trees? Can unit on said hill see enemy unit in middle of forest?
Tanks move pretty slowly on rough terrain and they seem to get stuck there, or worse. Are there any tactical advantages which pays off hazards of rough terrain (high ground or something)?
In Preparing the Way my four 40 mm Bofors didn't get any enemy aircraft down. Does this weapon suck? How AA should be placed? What is recommended distance from own front line? Where and how is described weapon accuracy? Does size matter, or numbers?
German infantry seem to have HE ammo for anti tank weapons. What the Heck? [&:]
When playing Original Steel Panthers (released 10 or 11 years ago), there was this funny thing. One of my infantry squads got killed almost to last man. So there was just this one guy left, and he had inventory of whole squad including several panzerfausts. Does this still happen in SPWAW?
12 man infantry squad has rifles, submachineguns and maybe light machinegun(s). How many of each weapon are in squad?
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
- Orzel Bialy
- Posts: 2569
- Joined: Thu Apr 04, 2002 5:39 am
- Location: Wisconsin USA
- Contact:
RE: I suck
How infantry should approach suspected enemy positions (enemy units not seen yet)? Tell me some examples, like 1st scenario of Preparing the Way where france infantry is inside aircraft hangars.
Smoke! If you are approaching an area that you think my house enemy units then call in arty smoke if available. If not try to approach (slowly) from the flank with a few infantry units and then use them to generate a smoke screen to block a narrow avenue of approach for the rest of your force.
If half tracks are available, how close it is reasonable to transport infantry towards enemy positions?
Infantry generally dismounted from HT's to engage enemy infantry. I will usually dismount them a hex or two from a suspected enemy unit so that the infantry can help suppress/destroy them...or be able to pop smoke to cover all my units. Driving HT's up to an enemy unit can invite disaster if the enemy units have average or above AT weapons.
Is it ever good idea to move infantry with halftrack or other vehicle within some 3 hexes of enemy infantry, or any enemy unit, and dismount?
Are you are talking about he AI doing this? IIRC the squads dump that far away now at times to keep the AI from driving trucks and HT's right into a players defenses.
What are effective ways to locate hiding enemy infantry, other than move to adjacent hex and get killed?
Scouts / Recon units. They usually have higher spotting values and are smaller in size and should be harder for the enemy to spot as long as you don't move them in one long burst that can give them away.
You can also use cheap Armored Cars for this role. They can resist small caliber fire and move fast if they get into deeper trouble.
Does scout and recon groups have other advantages over normal infantry squads besides faster movement? How close of enemy they can be taken without getting them killed?
See above. [;)]
Enemy infantry shoots from building or bunker but unit itself isn't seen. If structure is fired with (tank) cannons, does explosions and falling debris kill or wound infantry inside that building? (works in Classic BattleTech)
Depending on the status of your units (pinned/buttoned/etc) and the direction they are facing you may not catch an enemy units true location the first couple times. I will usually move an AFV forward with a scout or infantry unit...dismount the infantry/scouts a hex or two away and have them try to spot the enemy unit when it fires on the armored vehicle.
As for enemy losses in burning buildings. I have seen enemy units take losses when indirect firing into a building...but usually it's more a loss of ready status...pinning.
What are infantry machinegun effective ranges and how they should be deployed?
On the flanks for offensive moves is what I do...in a supportive line while on the defensive. I will usually let the enemy close in (or get) about 200-300 yards away max before I open fire for best effect. I will only fire long range when I want to try and stall or delay an advance while in a desperate situation.
How tall are trees? How tall hill should unit be on so it can see over trees? Can unit on said hill see enemy unit in middle of forest?
Trees are handled in a somewhat abstract way in the game. They can sometimes be "thin" and block very little or "thick" and block very well. Height factors in depending on how high you are...what the visibility values are like and what the terrain is like.
Tanks move pretty slowly on rough terrain and they seem to get stuck there, or worse. Are there any tactical advantages which pays off hazards of rough terrain (high ground or something)?
Don't motor high speed into them...go slow. I have heard this works from some people and others say it doesn't make a difference. I personally have less issues when I move slower in rough/marshy ground...so take that for what it is worth [:)]
Second...let the infantry tackle the rough ground when possible. If you know AFV's are getting stuck then don't go there! [;)]
In Preparing the Way my four 40 mm Bofors didn't get any enemy aircraft down. Does this weapon suck? How AA should be placed? What is recommended distance from own front line? Where and how is described weapon accuracy? Does size matter, or numbers?
Smoke! If you are approaching an area that you think my house enemy units then call in arty smoke if available. If not try to approach (slowly) from the flank with a few infantry units and then use them to generate a smoke screen to block a narrow avenue of approach for the rest of your force.
If half tracks are available, how close it is reasonable to transport infantry towards enemy positions?
Infantry generally dismounted from HT's to engage enemy infantry. I will usually dismount them a hex or two from a suspected enemy unit so that the infantry can help suppress/destroy them...or be able to pop smoke to cover all my units. Driving HT's up to an enemy unit can invite disaster if the enemy units have average or above AT weapons.
Is it ever good idea to move infantry with halftrack or other vehicle within some 3 hexes of enemy infantry, or any enemy unit, and dismount?
Are you are talking about he AI doing this? IIRC the squads dump that far away now at times to keep the AI from driving trucks and HT's right into a players defenses.
What are effective ways to locate hiding enemy infantry, other than move to adjacent hex and get killed?
Scouts / Recon units. They usually have higher spotting values and are smaller in size and should be harder for the enemy to spot as long as you don't move them in one long burst that can give them away.
You can also use cheap Armored Cars for this role. They can resist small caliber fire and move fast if they get into deeper trouble.
Does scout and recon groups have other advantages over normal infantry squads besides faster movement? How close of enemy they can be taken without getting them killed?
See above. [;)]
Enemy infantry shoots from building or bunker but unit itself isn't seen. If structure is fired with (tank) cannons, does explosions and falling debris kill or wound infantry inside that building? (works in Classic BattleTech)
Depending on the status of your units (pinned/buttoned/etc) and the direction they are facing you may not catch an enemy units true location the first couple times. I will usually move an AFV forward with a scout or infantry unit...dismount the infantry/scouts a hex or two away and have them try to spot the enemy unit when it fires on the armored vehicle.
As for enemy losses in burning buildings. I have seen enemy units take losses when indirect firing into a building...but usually it's more a loss of ready status...pinning.
What are infantry machinegun effective ranges and how they should be deployed?
On the flanks for offensive moves is what I do...in a supportive line while on the defensive. I will usually let the enemy close in (or get) about 200-300 yards away max before I open fire for best effect. I will only fire long range when I want to try and stall or delay an advance while in a desperate situation.
How tall are trees? How tall hill should unit be on so it can see over trees? Can unit on said hill see enemy unit in middle of forest?
Trees are handled in a somewhat abstract way in the game. They can sometimes be "thin" and block very little or "thick" and block very well. Height factors in depending on how high you are...what the visibility values are like and what the terrain is like.
Tanks move pretty slowly on rough terrain and they seem to get stuck there, or worse. Are there any tactical advantages which pays off hazards of rough terrain (high ground or something)?
Don't motor high speed into them...go slow. I have heard this works from some people and others say it doesn't make a difference. I personally have less issues when I move slower in rough/marshy ground...so take that for what it is worth [:)]
Second...let the infantry tackle the rough ground when possible. If you know AFV's are getting stuck then don't go there! [;)]
In Preparing the Way my four 40 mm Bofors didn't get any enemy aircraft down. Does this weapon suck? How AA should be placed? What is recommended distance from own front line? Where and how is described weapon accuracy? Does size matter, or numbers?
RE: I suck
Incidently, Matti, you do not suck, you are just new to SPWaW. Orzel sucks. [:'(]
Goblin
Goblin
RE: I suck
Actually When I saw the thread title "I suck" I didnt even look at the Author, I just assumed it was Goblin..ORIGINAL: Goblin
Incidently, Matti, you do not suck, you are just new to SPWaW. Orzel sucks. [:'(]
Goblin
[:'(] [:D][:D][:D][:D]
RE: I suck
Matti,
Go slow. Do not rush your units. Go slow.
Be methodical. Have a clear mission plan and don’t rush.
Move your units all together instead of one unit at a time. This means move one unit one hex, then move a supporting unit one hex, then move another supporting unit one hex, etc. This allows you to keep all your units in support of each other and that way they can all help each other when one unit gets into trouble.
Go slow. Do not rush your units. Go slow.
Be methodical. Have a clear mission plan and don’t rush.
Move your units all together instead of one unit at a time. This means move one unit one hex, then move a supporting unit one hex, then move another supporting unit one hex, etc. This allows you to keep all your units in support of each other and that way they can all help each other when one unit gets into trouble.
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: I suck
German infantry seem to have HE ammo for anti tank weapons. What the Heck?
If they do, it's because they were given this in older versions. The new Enhanced Mod removes HE ammo from dedicated AT weapons like ATRs and bazookas. But, in older scenarios, you will still find this to be a problem, because the weapon data is kept inside the scenario data.
When playing Original Steel Panthers (released 10 or 11 years ago), there was this funny thing. One of my infantry squads got killed almost to last man. So there was just this one guy left, and he had inventory of whole squad including several panzerfausts. Does this still happen in SPWAW?
No. One of the best changes SPWAW made was to 'drop' weapons once the infantry unit crew size dropped below 4. What that means is, a unit with 4 or more men can fire all 4 weapons assigned; once it takes a casualty, the #4 weapon becomes unusable, as there are only 3 men left. This continues until the last man is killed and the unit destroyed.
12 man infantry squad has rifles, submachineguns and maybe light machinegun(s). How many of each weapon are in squad?
The game assumes the Primary Weapon is carried by every man in the Crew, and other weapons are carried by a single soldier in the unit. Which is why you will find weapons like "9mm MP38/40 SMGx5" in the game, representing 5 men with SMGs as a single weapon.
RE: I suck
ORIGINAL: Orzel Bialy
Tanks move pretty slowly on rough terrain and they seem to get stuck there, or worse. Are there any tactical advantages which pays off hazards of rough terrain (high ground or something)?
Don't motor high speed into them...go slow. I have heard this works from some people and others say it doesn't make a difference. I personally have less issues when I move slower in rough/marshy ground...so take that for what it is worth [:)]
Second...let the infantry tackle the rough ground when possible. If you know AFV's are getting stuck then don't go there! [;)]
Tanks parked in rough terrain are assumed to be hull down and can only be hit to the turret. The downside is increased chance for breakdown. Though, if I'd have to peek over a hill/from forest I'd really want to minimize the risk of killing hit over a chance getting a pillbox.
Ei kannattais.
RE: I suck
ORIGINAL: Matti Kuokkanen
Is it ever good idea to move infantry with halftrack or other vehicle within some 3 hexes of enemy infantry, or any enemy unit, and dismount?
Only if you're SURE that the enemy unit is HIGHLY suppressed, and you're 'mopping up'. Be vey careful of over extending yourself, it's a good way to get your units isolated, which often leads to them being surrounded and killed.
Like I've been doing to Alby recently in our PBEM game...

SPWAWWiki: http://spwawwiki.eltacodiablos.comRE: I suck
ORIGINAL: vahauser
Matti,
Go slow. Do not rush your units. Go slow.
Be methodical. Have a clear mission plan and don’t rush.
Move your units all together instead of one unit at a time. This means move one unit one hex, then move a supporting unit one hex, then move another supporting unit one hex, etc. This allows you to keep all your units in support of each other and that way they can all help each other when one unit gets into trouble.
very good advice for most situations in SP:WaW!
SPWAWWiki: http://spwawwiki.eltacodiablos.com- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: I suck
One thing to remember about halftracks (or other transport) and infantry: do NOT debuss your infantry from moving halftracks in view of the enemy. They will be considered 'moving' and run the risk of being cut down. Allow them to remain aboard the transport until your next turn, when they will be 'stationary' and they won't be as easy to hit and kill.
Only debark from the transports while moving if out of LOS of any enemy units.
Only debark from the transports while moving if out of LOS of any enemy units.
RE: I suck
So it is best to dismount before enemy contact? Got it. and I get infantry safely near fortified/hidden enemy by firing smoke. And I'll use scout and recon teams as spotters for indirect fire. But I still have questions left.ORIGINAL: FlashfyreSP
do NOT debuss your infantry from moving halftracks in view of the enemy.
Would mortars be sufficient to fire smoke?
When advancing with infantry towards enemy, where comes my tanks? Ahead or behind infantry?
Are there other places to have tanks hull down than rough terrain?
How do I choose AA weapons? Few big and expensive cannons or many cheap ones?
[edit]
What are major differences in use of different recon vehicles (motorbikes, cars, armor) and scout/recon infantry?
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: I suck
Mortars are great for smoke; they typically have shorter delay times, so they respond faster. And they are plentiful, esp. in the infantry battalions.
Tanks are best kept with your infantry; not too far ahead, not too far behind. The two must work in coordination to defeat the enemy; infantry to deal with other infantry and ATGs, tanks to deal with other tanks and defensive fortifications.
Tanks will usually be considered "hull down" in any terrain where they gain "Cover" status and have a height advantage over the enemy. They also are "hull down" behind Stone Walls.
For AA guns, it depends on what you need them to do: defend against aircraft or engage enemy ground forces. Large-caliber guns will do better against ground units, such as tanks; small-caliber guns are more effective against aircraft and infantry units.
Recon vehicles are worse at scouting than recon infantry, because they spend more time moving. But they are better at covering large distances quickly; if you can keep them unseen, they can get into the enemy rear faster and will help you spot units well behind the front. Infantry recon, OTOH, are best used in front of your advancing infantry, to spot AT and MG positions for the tanks to engage.
Tanks are best kept with your infantry; not too far ahead, not too far behind. The two must work in coordination to defeat the enemy; infantry to deal with other infantry and ATGs, tanks to deal with other tanks and defensive fortifications.
Tanks will usually be considered "hull down" in any terrain where they gain "Cover" status and have a height advantage over the enemy. They also are "hull down" behind Stone Walls.
For AA guns, it depends on what you need them to do: defend against aircraft or engage enemy ground forces. Large-caliber guns will do better against ground units, such as tanks; small-caliber guns are more effective against aircraft and infantry units.
Recon vehicles are worse at scouting than recon infantry, because they spend more time moving. But they are better at covering large distances quickly; if you can keep them unseen, they can get into the enemy rear faster and will help you spot units well behind the front. Infantry recon, OTOH, are best used in front of your advancing infantry, to spot AT and MG positions for the tanks to engage.
RE: I suck
Mortars are sufficient for smoke and usually have more smoke rounds than larger guns. Some tanks can create a smoke screen also, as well as some recon and engineer units. Fire is a permanent smoke hex.
When a tank is higher in elevation than the unit that is firing at it or when it is “In cover” then it is also hull down.
Just about anything with a weapon will fire at aircraft. You won’t always face air strikes, so get AA that is dual purpose and use them as ATG (88’s) or to rake infantry (quad 50 cal.’s). If I am sure that I am going to get strafed by overwhelming airpower, then I get a platoon of rapid fire (quad 20 mm) AA and put them in the center of my side of the map. I’ve shot down 4 of 10 aircraft and damaged 5 of the remaining 6 that way.
People use motorcycles and AC’s to charge into the enemy rapidly so that all the enemy guns opfire and give their positions away. Since they are fast, they sometimes survive this. I prefer to set my 4-man recon patrol weapon range to zero and slowly creep around (or just set and watch) until I’ve found the enemy. You can also “Z” fire with another unit into a suspected enemy position and suppress them enough for your recon to move right next to them and not be seen. Learning how to use recon units is the best way to improve your play.
When a tank is higher in elevation than the unit that is firing at it or when it is “In cover” then it is also hull down.
Just about anything with a weapon will fire at aircraft. You won’t always face air strikes, so get AA that is dual purpose and use them as ATG (88’s) or to rake infantry (quad 50 cal.’s). If I am sure that I am going to get strafed by overwhelming airpower, then I get a platoon of rapid fire (quad 20 mm) AA and put them in the center of my side of the map. I’ve shot down 4 of 10 aircraft and damaged 5 of the remaining 6 that way.
People use motorcycles and AC’s to charge into the enemy rapidly so that all the enemy guns opfire and give their positions away. Since they are fast, they sometimes survive this. I prefer to set my 4-man recon patrol weapon range to zero and slowly creep around (or just set and watch) until I’ve found the enemy. You can also “Z” fire with another unit into a suspected enemy position and suppress them enough for your recon to move right next to them and not be seen. Learning how to use recon units is the best way to improve your play.
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
Warriors know that your future is determined on the day that your enemy dies.
RE: I suck
ORIGINAL: Matti Kuokkanen
I feel myself more stupid with this game than Artificial Insanity. In Preparing the Way I gave up becouse half of my forces got bombed and in Balkan Crisis I took four Panzer III to roughy hill to give them better LOS over trees just to see that trees block LOS anyway.
I play games to have fun, and so far I'm having more frustation with SPWAW than fun. Help me out before I throw towel! Please [&o]
MOI Matti ! [&o]
Hi Matti !








