Fredde
Posts: 498
Joined: 6/7/2000 From: Goteborg, Sweden Status: offline
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I have actually noticed some kind of difference, which is quite realistic ( probably has something to do with the targeting value mentioned above?). An assualt gun on the move seems to do worse with hitting than one that sits still waiting for a turn or two. Of course, this is a general thing applicable for all vehicles, but compared to tanks the difference between moving and still fire seems to be bigger for assault guns, like it should be. Otherwise, I agree about the rotating abilities.. for tanks and even more for assault guns. Sometimes, it seems to take out most advantages of an attack from two directions. Comes inherentely from the game system itself, moving one unit at the time instead of having an action phase where the units move simultanously, and also because of the "collective" spotting.. if one enemy unit see your tank all enemy units do. First, the tank from the north emerges from behind the hill, the enemy tank that faced east turns north and shoots at the approaching tank. Second, the tank from the south emerges from the tree line, same thing.. enemy tank twists south, another reaction shot.. etc etc. Now you have your chance if the northern tank by chance happened to survive.. :) It is still better with reaction fire than no reaction fire, the whole old discussion with moving expandable vehicles back and forth to draw op fire. You can still do it though, but only to change the enemy facing. This way, you can use the unrealistic turning to your advantage.. even though it is quite fishy.
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"If infantry is the Queen of the battlefield, artillery is her backbone", Jukka L. Mäkelä about the Finnish victory at Ihantala.
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