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Turning Weapons ON/OFF

 
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Turning Weapons ON/OFF - 7/14/2002 10:10:15 AM   
antarctic

 

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A long standing SP mystry of mine.......

I've heard alot about turning weapons (eg main gun of a tank, or a few tubes of arty) on and off. How can you do that??


Thanks in advance

Antarctic

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Here's what you do... - 7/14/2002 10:48:01 AM   
KG Erwin


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...right-click on a unit. The info screen for that unit is displayed. You can click on the weapons list on the unit. Once it's highlighted in red, it will NOT be fired during your turn, or in opportunity fire. If you have MG units with a secondary rifle/carbine, set the secondary weapons OFF. You want the maximum amount of automatic firepower in a game like this. You may also want to do this with 50mm or 60mm mortar units. It all depends on how you want to use the units . SPWaW is a battalion-level WWII simulation, and is designed to reflect realistic combined-arms tactical warfare in that time-frame. Get Larry Holt's tactics guide--it covers just about everything you need to know to play SPWaW successfully. I will also say that this IS my favorite wargame of all time, bar none, given its flexibility for scenario design, and its sheer brilliance in getting YOU, the commander , directly involved in the battles in any way you see fit to choose.

(in reply to antarctic)
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- 7/14/2002 11:01:28 AM   
Capt. Pixel

 

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Just a follow-up on the obvious. Right-clicking on your opponent's units will NOT allow you to turn off his weapons. Darn! :p

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- 7/14/2002 11:12:50 AM   
chief


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And to add to Capt Pixels dam, double dam if you forget to turn it (the quiet gun) back on because if you meet another tank later and your main gun is off, welllllllllllll..........:( :o :eek:

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- 7/14/2002 11:15:01 AM   
Capt. Pixel

 

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[QUOTE]Originally posted by chief
[B]And to add to Capt Pixels dam, double dam if you forget to turn it (the quiet gun) back on because if you meet another tank later and your main gun is off, welllllllllllll..........:( :o :eek: [/B][/QUOTE]

Yeah, I [I]REALLY[/I] hate that.

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"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson

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- 7/14/2002 11:18:59 AM   
chief


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whooo that hurts capt. been there, done that and hate yourself for doing it. tsk tsk....by the way I see I'm not the only one.:D :D :rolleyes: :)

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- 7/14/2002 2:11:02 PM   
Capt. Pixel

 

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It happens that I almost did that very same thing in a battle I'm playing tonight. I almost didn't get that second set of artillery tubes turned back on before the first set was emptied. :o

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"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson

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Post #: 7
- 7/15/2002 6:10:43 AM   
G_X

 

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During my North Africa campaign I'm doing (As Germany, Vs. Brits so far) I try to turn my main guns off, mostly because the computer chooses lots of infantry, and I'll send a few tanks forward (A platoon of III's usually) with just their MGs on to break enemy defense lines.

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- 7/15/2002 8:22:23 AM   
antarctic

 

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Ahhhh...... I see.... thanks for enlightening me, guys....

Hmmm... About that North Africa campaign.... I've been doing a Germany vs. Poland campaign, and I went tank heavy, and I still fired the main gun. It seems that HE rounds do real well against massed infantry (if you get within two hexes of the target, I think). Flamethrowers are even better.......

As a spin off, can you decide wheter a HE/HEAT round is fired, or an AP round is fired in SPWAW, or is it automatically decided for you??


Thanks guys

Antarctic

_____________________________

"Quantity has a quality of its own"
-Stalin

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Post #: 9
- 7/15/2002 9:01:34 AM   
chief


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ANT. Unfortunately it is automatic, (Hard) targets ie: tanks, HT and some bunkers use AP ammo, (Soft) targets, ie: men, trucks, AT guns MGS used HE ammo. You must watch ALL AMMO supply or ...............:eek: :rolleyes: :cool:

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"God Bless America and All the Young men and women who give their all to protect Her"....chief

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Post #: 10
- 7/15/2002 9:05:11 AM   
G_X

 

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Tanks are OK with their main gun against infantry, yeah, but my MGs are more accurate and get better kills because of the MG physics (The computer always moves it's infantry more than one hex in a turn, making the MGs very effective) And it being 41 with basically just PzIII's and 4 PzIV's, the Fire Control ratings aren't that great, affecting the Main Gun accuracy, I prefer the MGs for Infantry or Soft Target killing.

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Post #: 11
- 7/16/2002 8:21:43 AM   
antarctic

 

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Thanks guys....

[QUOTE]You must watch ALL AMMO supply or ...............[/QUOTE]

hehe... :-)


Antarctic

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"Quantity has a quality of its own"
-Stalin

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Post #: 12
- 7/16/2002 11:51:05 AM   
stevemk1a


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[QUOTE]If you have MG units with a secondary rifle/carbine, set the secondary weapons off[/QUOTE]
By KG Erwin.

Very interesting! does doing that increase the amount of opfires that the MG will take? In other words, is the secondary weapon fire counted in some way against the fire rate of the primary weapon? If so, this would be a good practice for MG units facing a distant foe against which rifle fire would be ineffective. I'm always amazed by the depth of this game... :)

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Post #: 13
- 7/16/2002 3:07:51 PM   
G_X

 

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Yes, if the MG crew taks an Op Fire that's a rifle shot, it loses an opfire chance for all weapons, mostly it's MG.

I always turn my rifle off on my MG squads.

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If you can read this, you're at the end of my post.
SPWaW Record: W:0 / L:0 / D:0

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