Observation Posts
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- Dragoon 45
- Posts: 434
- Joined: Tue Aug 10, 2004 2:57 am
Observation Posts
I tried an experiment yesterday to see if I could give an observation post FO status. I went into the OOB editor and changed the classification from fortification to FO and got an infantry icon instead of a fort icon. The Armor ratings were still there, but once again the unit showed up as an infantry icon on the map. I did not change the icon for the observation post when I changed its classification.
That leads me to my question, how can you give an observation post which has normally buried land lines to supporting artillery batteries, static mounted optics superior to normal optics carried by FO's, and range cards giving the range to every terrain feature in view with the guns already registered to these points, the FO advantage in calling in artillery?
For example a German assault on the Maginot Line, very few French troops would be initially above ground. Artillery call for fires would be handled by observation posts located at key terrain points throughout the line. Using a normal FO unit even entrenched, would not really be historical in nature, and the FO unit would be much more vulnerable to fire than the observation post.
That leads me to my question, how can you give an observation post which has normally buried land lines to supporting artillery batteries, static mounted optics superior to normal optics carried by FO's, and range cards giving the range to every terrain feature in view with the guns already registered to these points, the FO advantage in calling in artillery?
For example a German assault on the Maginot Line, very few French troops would be initially above ground. Artillery call for fires would be handled by observation posts located at key terrain points throughout the line. Using a normal FO unit even entrenched, would not really be historical in nature, and the FO unit would be much more vulnerable to fire than the observation post.
Artillery always has the Right of Way
- FlashfyreSP
- Posts: 1192
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RE: Observation Posts
The short answer is: you can't. The FO class is a Foot Infantry class with special abilities; assigning a unit this class will always result in the unit using an infantry icon, even if a specific Icon Number is set.
The long answer is: you can, but you have to use either the FO Vehicle class or the Tracked FO class. Both of them are 'vehicle-type' classes, which use a specific Icon Number. If done this way, the unit gains the FO ability, and the leader has a Primary ART skill.
The long answer is: you can, but you have to use either the FO Vehicle class or the Tracked FO class. Both of them are 'vehicle-type' classes, which use a specific Icon Number. If done this way, the unit gains the FO ability, and the leader has a Primary ART skill.
- Korpraali V
- Posts: 659
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- Location: Finland
RE: Observation Posts
For designing purposes could it be done in the following way (No, I have no idea, this is just a thought that came to my mind) :
- Assign plenty of golden spots since the probable barrage areas were carefully pre-calculated both for guns and for MG's - even through the smoke (I've seen some Finnish WWII system and that was impressive - although I believe French and Germans had even better systems).
- Raise the ratings of 'Observation posts' and Artillery so that moving the target costs only 0.1
Could this work?
- Assign plenty of golden spots since the probable barrage areas were carefully pre-calculated both for guns and for MG's - even through the smoke (I've seen some Finnish WWII system and that was impressive - although I believe French and Germans had even better systems).
- Raise the ratings of 'Observation posts' and Artillery so that moving the target costs only 0.1
Could this work?

- FlashfyreSP
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RE: Observation Posts
Part of it might. Raising the ART Skill rating of the Obs Post leader might affect the Delay time. But 'gold spots' are assigned based on the mission and the map size; large maps for assaults get all 10, medium assaults get 8, small assaults get 6. If the mission is Advance, reduce each of those by 2 (8,6,4). Of course, these are available anyway, the only difference is the Delay when 'shifting' fire from one of the 'spots'....
RE: Observation Posts
Dragoon,
Here is a workaround that might be useful for a human player, but it won't help a computer player at all.
Anyway, go to the Norway December 1949 OOB and purchase a blockhouse (or whatever suits you). Note that a blockhouse can "carry" units. Now rename your blockhouse 'Observation Post' and give it whatever armor and size you want to. Then buy a forward observer and boost his ratings to whatever you think they should be as an observation post. Now load him into your blockhouse/OP. When you want to call artillery you simply 'unload' him, call in the artillery, and then load him back into the OP.
Not a very elegant solution I admit, but it might be better than nothing.
--Victor
Here is a workaround that might be useful for a human player, but it won't help a computer player at all.
Anyway, go to the Norway December 1949 OOB and purchase a blockhouse (or whatever suits you). Note that a blockhouse can "carry" units. Now rename your blockhouse 'Observation Post' and give it whatever armor and size you want to. Then buy a forward observer and boost his ratings to whatever you think they should be as an observation post. Now load him into your blockhouse/OP. When you want to call artillery you simply 'unload' him, call in the artillery, and then load him back into the OP.
Not a very elegant solution I admit, but it might be better than nothing.
--Victor
- Dragoon 45
- Posts: 434
- Joined: Tue Aug 10, 2004 2:57 am
RE: Observation Posts
True you can do that, but the loading and unloading out of the blockhouse might trigger opportunity fire if an enemy unit is close.
I am trying to build a Maginot Line Scenario loosely based on events in early-mid Jun 40. The Germans tried to assault a portion of the northern end of it and got a very bloody nose. I kind of envision the scenario as if the German Player manages a marginal victory he should feel lucky. I have started on the scenario and have used both the Maginot Forts in the French OOB and pulled some of the special forts out of the Norway OOB also.
I am trying to build a Maginot Line Scenario loosely based on events in early-mid Jun 40. The Germans tried to assault a portion of the northern end of it and got a very bloody nose. I kind of envision the scenario as if the German Player manages a marginal victory he should feel lucky. I have started on the scenario and have used both the Maginot Forts in the French OOB and pulled some of the special forts out of the Norway OOB also.
Artillery always has the Right of Way
- Dragoon 45
- Posts: 434
- Joined: Tue Aug 10, 2004 2:57 am
RE: Observation Posts
I will try that, but that wouldn't transfer over in a scenario for other's use would it? Wouldn't that make the OOB's incompatible if used on another computer?
ORIGINAL: FlashfyreSP
The short answer is: you can't. The FO class is a Foot Infantry class with special abilities; assigning a unit this class will always result in the unit using an infantry icon, even if a specific Icon Number is set.
The long answer is: you can, but you have to use either the FO Vehicle class or the Tracked FO class. Both of them are 'vehicle-type' classes, which use a specific Icon Number. If done this way, the unit gains the FO ability, and the leader has a Primary ART skill.
Artillery always has the Right of Way
- Don Doom
- Posts: 1984
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- Location: Lost somewhere in the upper backwoods of Michigan!
RE: Observation Posts
ORIGINAL: Dragoon 45
I will try that, but that wouldn't transfer over in a scenario for other's use would it? Wouldn't that make the OOB's incompatible if used on another computer?
ORIGINAL: FlashfyreSP
The short answer is: you can't. The FO class is a Foot Infantry class with special abilities; assigning a unit this class will always result in the unit using an infantry icon, even if a specific Icon Number is set.
The long answer is: you can, but you have to use either the FO Vehicle class or the Tracked FO class. Both of them are 'vehicle-type' classes, which use a specific Icon Number. If done this way, the unit gains the FO ability, and the leader has a Primary ART skill.
Only if you use it for pbem. But when you post it, make sure you post the changed oob file, that way everyone will have it. Also that way it will work for every one also. If you don't post the modified file with it some will have some interest bunker equipment added by the game.
Doom
Vet of the Russian General Winter
For death is only the begining
Vet of the Russian General Winter
For death is only the begining
- FlashfyreSP
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RE: Observation Posts
Like Don said, you'd need to include the OOB with the scenario/campaign set. make it a Mod, and folks could load the whole thing, play it, then unload it if they wanted to play a PBEM game.
You couls also experiment with the normal Obs Post leader ART skill, and see if you can find a rating that gives good delay times; that change will be kept in the scenario files, and won't be affected by what OOB is used.
You couls also experiment with the normal Obs Post leader ART skill, and see if you can find a rating that gives good delay times; that change will be kept in the scenario files, and won't be affected by what OOB is used.
- junk2drive
- Posts: 12856
- Joined: Thu Jun 27, 2002 7:27 am
- Location: Arizona West Coast
RE: Observation Posts
Camo's WinSP has an OOB swap program.
The problem I forsee with ModSwap is the exclusive files ini. Wouldn't it prevent you from using Enh and then loading another OOB on top of that?
The problem I forsee with ModSwap is the exclusive files ini. Wouldn't it prevent you from using Enh and then loading another OOB on top of that?
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
RE: Observation Posts
yes you would have to unistall Enh to use another oob.
unless you place the oob IN enhanced itself.
then replace the enhanced one back when done with the scenario.
unless you place the oob IN enhanced itself.
then replace the enhanced one back when done with the scenario.
- junk2drive
- Posts: 12856
- Joined: Thu Jun 27, 2002 7:27 am
- Location: Arizona West Coast
RE: Observation Posts
Or, with Enh installed:
Overwrite the OOB with your custom one.
When finished, uninstall Enh, that will replace the overwrite with the original backup.
Reinstall Enh.
Repeat as required.
Yeah, PITA, but it works.
Overwrite the OOB with your custom one.
When finished, uninstall Enh, that will replace the overwrite with the original backup.
Reinstall Enh.
Repeat as required.
Yeah, PITA, but it works.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
RE: Observation Posts
Why couldn't u just use the marine OOb's listening post?? would it be easier to alter that??
And this bring up the out of topic question { WHY can't WE change up the HQ's back and forth between the core force and the purchased support units,} If u bought a bunker/obs post, and made your core force FO its commander it should tecnically work to call specificly FO regulated barrages ??? maybe??!!
And this bring up the out of topic question { WHY can't WE change up the HQ's back and forth between the core force and the purchased support units,} If u bought a bunker/obs post, and made your core force FO its commander it should tecnically work to call specificly FO regulated barrages ??? maybe??!!
Dragoon, I found a solution !
Dragoon,
Step 1. Buy a large mech platoon (any 10-unit formation will do)
Step 2. Change the platoon HQ into a 1940 French Shelter Bunker (then modify the bunker to taste). Give the shelter bunker an experience of 140 and give the leader a rank of General with an Artillery Rating of 140.
Step 3. Change each of the 9 remaining units into US Army 105mm howitzers (because they are dedicated artillery).
Step 4. Change the weapon and ammo data for the howitzers (to give them French weapons).
Voila. You now have an FO bunker that can control the 9 artillery units under his command with a rapid response (0.3 turns in the test I ran).
Admittedly, each FO bunker can only control the 9 artillery units under his command with a fast response, but 9 artillery units is a whole battalion.
The key is using dedicated artillery with as large a platoon formation as you can find.
Hope this helps.
Step 1. Buy a large mech platoon (any 10-unit formation will do)
Step 2. Change the platoon HQ into a 1940 French Shelter Bunker (then modify the bunker to taste). Give the shelter bunker an experience of 140 and give the leader a rank of General with an Artillery Rating of 140.
Step 3. Change each of the 9 remaining units into US Army 105mm howitzers (because they are dedicated artillery).
Step 4. Change the weapon and ammo data for the howitzers (to give them French weapons).
Voila. You now have an FO bunker that can control the 9 artillery units under his command with a rapid response (0.3 turns in the test I ran).
Admittedly, each FO bunker can only control the 9 artillery units under his command with a fast response, but 9 artillery units is a whole battalion.
The key is using dedicated artillery with as large a platoon formation as you can find.
Hope this helps.