Section Leaders:
Fionn Kelly & Madmatt
Fog
of War & Anti-Tank Guns
Page 3 of 5
Well, I noticed some posts on the Combat Mission forum about anti-tank guns
and fog of war issues and decided that the best way to try to explain them was
to actually set up a simple scenario myself to illustrate how anti-tank guns are
virtually invisible until they start firing (unless, of course, you site them in
the open or something equally insane).
So, what I did was make a quick map which features woods on either side of a
road. The map has a hill in the centre to act as a LOS obstructor but apart from
that is very simple.. It took me approximately 40 minutes to make the 1km by 1km
map, set the elevations, choose and place the units etc..
| Axis Forces |
Allied Forces
|
3 x 88mm AT guns
1 x King Tiger |
2 Stuarts
1 Sherman Jumbo-76
2 Sherman 76s
9 Sherman 75s. |
So that's 14 tanks versus 3 AT guns and 1 King Tiger. In this scenario I've
placed the AT guns within 200 metres to 400 metres of the road to demonstrate
that they can't be spotted. It should be noted that doing so ensures that once
they are spotted they will be quickly knocked out by massed HE fire but this is
a LOS, FOW example and not intended to explore optimal ambush dispositions.
I have played both sides of this scenario via hotseating so that I could
ensure getting the exact shots I wanted of the various views to illustrate the
nature of FOW in CM.
This shot is taken during a German Perspective Action Phase Replay. A platoon
or so of medium tanks is coming down the main road. You get extra points if you
can spot the identified Stuart in the picture.
This shot is taken during an American Perspective Action Phase Replay. This
is the reverse shot of the above shot. What are, to the Germans, unidentified
German tanks are, to the Americans a platoon of Shermans advancing in wedge
formation.
This shot is taken during a German Perspective Action Phase Replay. More and
more American tanks appear. If I was playing this for real now I'd really be
sweating it out as I can tell that this is going to be a massacre. To make it a
little fairer and make it more of a tank/ anti-tank battle I decide to withdraw
my KoenigsTiger from the field of battle by exiting it off the map. I think my
AT guns will give a good account of themselves.
This shot is taken during a German Perspective Action Phase Replay. This is
something EVERY American player will learn to dread. It's a King Tiger in the
sort of ambush position where you HAVE to head straight for him and you don't
have any artillery on call. GULP !
This shot is taken during a German Perspective Action Phase Replay. This is a
good fun little shot. As more and more American tanks deploy into my killzone
they decide to leave the roads as they are obviously covered by enemy fire and
deploy into the scattered trees to the north. Seconds later one of their tanks
is immobilized by the blast of an anti-tank mine. 2 down.
This shot is taken during an American Perspective Action Phase Replay. It is
the reverse of the shot above. As the Sherman advances it runs into a mine and
the German minefield in that area is "marked on the map". It's an
expensive way to check for mines though.
This shot is taken during an American Perspective Action Phase Replay. Two
American platoons are now in place to advance and meet any adversaries. They
also just happen to form a great target.
Choosing targets ;-). When you choose to target all you have to do is move
the mouse to the enemy unit you wish to target and all the pertinent information
comes up. E.g. In this case I have a 72% chance of hitting the unidentified
enemy tank 168 metres away and if I hit it I stand an excellent chance of
destroying it.
Hull-down is relative to target and firer position. Here's an unusual case of
hull-down which is missed in most computer games (I hadn't intended to create an
example of this but I'm glad it happened since it shows how good the LOS and
related equations are. This enemy tank is actually hull-down because, due to the
slope of the hill and its distance from the "edge" of that slope and
the fact that it is HIGHER than me the hillside actually obscures the hull from
view. To any of my units directly in front of it this unit is not hull-down
however. This, to my mind, is a good example of how the 3D engine allows
elevation and slopes to interact to create more realistic LOS, spotting and
targeting than is present in many other games.
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