Capt. Pixel
Posts: 1219
Joined: 10/15/2001 From: Tucson, AZ Status: offline
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I set my Scouts to Range = 0. This keeps them hidden for a good long time. Setting range can also help keep your units from shooting up jeeps a mile away. Set the range to an effective distance for the weapon used. Maximum range is usually just wasting ammunition and Opportunity Fire shots. I tend to set mine at 1/2 maximum range. Setting range on an indirect firing unit has no effect on Indirect fire. Set Range only affects Direct Fire and Opportunity Fire. Direct Fire - When the Firing unit and target unit can see each other. Direct Fire is called during the Player's Move and Shoot portion of the turn. Most units are capable of Direct Fire. Opportunity Fire - this is fire by your units at the enemy during the enemy's movement. Set Range will affect the unit by determining at what range that opportunity fire will be taken. Indirect Fire - Usually (but not always) when the Firing unit and target are NOT in line-of-sight to each other. Indirect Fire is plotted from the Barrage screen ('B' key) and arrives during the end-of-turn Artillery phase. It arrives either at the end of your turn and/or at the end of the enemy's turn, depending on the barrage Delay. This includes fire from mortars, howitzers, offboard arty and airstrikes. Keep in mind that some arty units have range limits too. (eg. an 81mm mortar only has a maximum range of 56 hexes - about half the map width) You cannot plot a barrage outside their maximum range - the plot button for that weapon will show as dimmed when out of range. Take a look at 'Artillery Management - T.O.T.' in the SP:WaW Training Center subforum for more on artillery usage. Welcome, and I hope this helps.
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"Always mystify, mislead, and surprise the enemy, if possible. " - Stonewall Jackson
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