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How to Use: Scouts

 
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How to Use: Scouts - 11/4/2008 3:51:29 AM   
SSFSX17

 

Posts: 182
Joined: 10/14/2001
From: California
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Scouts cost twice as much as ordinary Riflemen, yet they don't hit harder or have any advantages when attacking/defending certain types of units. What are they for, then?

Like with all How to Use topics, we will start with the statistical advantages of Scouts:
- Scouts have 5 recon per man. Armored Cars have 10 recon per car. Ordinary riflemen and paratroopers only have 1 recon per man. All tanks only have 1 recon per tank!
- Scouts are the only land SFType that specialize in being able to hide. The only comparable unit in the ocean is the Submarine. The condition of SURPRISE! has a big effect on enemy targets.
- In terms of combat, weight, and supply, Scouts are just like ordinary Rifles but with more capabilities. If LANDCAP or carrying capacity are constrained, you should simply train Scouts instead of Rifles at every opportunity. The improved antitank ability of higher-level Rifles is easily replaced by mixing bazookas with your Scouts.

How to use Scouts:
1. Hit and Run - Set their Loss% to 5% so that they will run away after the first or second round of a fight. Attack, then run back. Think of them as having a similar role to artillery, except, much easier to maneuver around. This tactic works best in heavy forests, urban areas and swamps.
2. Defending Against Hit and Run - The best way to defeat scouts who hide in the heavy forests and urban areas is to bring your own scouts. Then, you can mark them for your slower-moving cleanup crews, or at least, scare them away and keep them out of your backyard.
3. Breaking Enemy Supply Routes - Higher-level Scouts can hold enough supply for up to four turns. No other land unit can hold out as long behind enemy lines, except by airsupply. You can also try dropping Paratroopers in first to serve as suicide troops, then drop in Scouts afterwards to hold the roads.
4. Riding on Tanks - Five Scouts riding on each tank will already drastically improve your ability to destroy targets of opportunity, and possibly even find the enemy HQs so you can call in air strikes! A formation of 5 tanks carrying 25 Scouts will have a recon rating of 130, which is much more efficient than using fighters or armored cars to look ahead for your tanks. In fact, you may even be able to replace all your Armored Cars with Light Tanks carrying Scouts if you want to be able to hit your opponent fast and hard.
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RE: How to Use: Scouts - 11/4/2008 11:11:34 PM   
british exil


Posts: 1686
Joined: 5/4/2006
From: Lower Saxony Germany
Status: offline
SSFSX17 keep up the hard work.
Relly enjoy your posts. I've learnt so much by the 2 threads you've posted then by playing hrs of AT. Thankyou

Now I know what scouts are really for and why my opponants are always kicking my ass.

I will try to use recon in all my games, alas I fear it maybe too late in some of them.
How large should a recon unit be? And if using horses will try still be hidden or will horses reveal their positions?



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(in reply to SSFSX17)
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RE: How to Use: Scouts - 11/5/2008 3:44:06 AM   
SSFSX17

 

Posts: 182
Joined: 10/14/2001
From: California
Status: offline
I need to do more testing on the formulas of hiding and spotting. However, I can tell you right now that upgraded Scouts move faster than horses.

(in reply to british exil)
Post #: 3
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