Obsolete
Posts: 1492
Joined: 9/4/2007 Status: offline
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There has been quite a few posts regarding Fog of War as of late, and I can see why it may not be totally obvious to grasp at first. I decided to try to explain the essentials of it here in as simple and quick a manner as possible. The following table is a cheat-sheet which I made for myself in order to visually understand the combinations that can occur in all situations, (I did this way back in the beta). There are two major differences to the FoW rules. One scheme is for Daytime hours, and another is set aside for Night hours. One should keep in mind there is technically another scheme, which is bad weather, or ‘Limited Visibility’. However, for all intents & purposes, one can simply use the same rules scheme for Night during a turn of limited visibility. For some more simplicity, once one understands the operations for Daylight hours, the scheme for Night is exactly the same, except you shift down the first column (FoW stats). There are four levels of status, or intel on enemy units. - Hidden – You know absolutely nothing at all, or where it even is.
- Fog – You know the nationality, but that’s all.
- Limited – Now you also now the generic TYPE of unit
- Full – You’ve gained full stats, which includes strength, posture, etc.
The two other variables in how FoW behaves are the complexities between the POSTURE of the enemy, and the TERRAIN that unit is in. Basically, a unit roaming about is going to be easier spotted than one who is dug-in. Also, one out in the exposed open is just asking to be easily seen, than one which is somewhere in the woods. Notice how DISTANCE does not really become a factor in the FoW mechanics of this game. HOWEVER, there is one case where distance does indeed become influential. This occurs when two opposing counters are literally side by side (adjacent ) to each other. I hope that makes things easier to understand, as it did for me when getting into the nuts & bolts of the engine. However, there is just a little bit more complexity than this even. When ever a unit engages in an action against you, such as a bombardment, or opportunity fire, etc, that unit will often display even MORE information to you than what you can expect from this table. This makes sense since, if a ‘Fog’ unit starts sending a bunch of rifle bullets toward your way, the only logical conclusion is that you’re not just facing the enemy anymore, but that at least it’s got to be some kind of Infantry division. Hope that helps...
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King-Tigers don't let Tiger-I's get over-run.
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