mine_field
Posts: 95
Joined: 3/10/2004 From: North Carolina, USA Status: offline
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This is a purely theoretical post, regarding triangulation of the enemy's artillery. I am not 100% up on this, but from what I gather it should be possible to know where their artillery is located after a barrage or two, with some limitations. At least in 8.0/8.01/8.1 or whatever the latest official version is, when a barrage lands you are given the range. With just one barrage you should be able to start with the target hex (which is obtained quite accurately by where the window is located, since the center of the window is the exact target hex), and take a string of X length (where X is the distance of the barrage given in your text window) and trace it out to their edge of the board (assuming he or she hasn't repositioned into your backfield). This will give you a line of where that possible arty piece is. With two barrages from the same piece at two different targets, you should be able to calculate the exact hex it is coming from. Now for the limitations: This process would be extremely tedious. You would want high delays when you replay / view the artillery barrage. You would need to take notes of the target hex (take a screenshot or mentally note of the borders of the window) along with the distance to target. You would need to note when in the artillery phase that bombardment occurs. Because arty always fires lowest letter first, the first strike could be the last arty unit (if only one strike) but the last strike could never be the first unit. The information is time sensitive. Movement of the enemy artillery gives you less accuracy to pinpoint the arty. The process becomes complex if not impractical in large games. This is especially true in some of those huge games you PBEM'ers love to play where you can hardly fit your units into the map. Of course in this situation you can probably bomb anywhere and hit something (more of a joking comment). I am coming mainly from a solitaire point of view, against the AI where this approach begins to become worthwhile. And lastly, the 'string' I mention isn't a hex string. Distance in hex based games are based on hexes rather than distances 'as the bird flies'. I haven't thought this one through, but I have noticed when trying to see if a range 5 bazooka can hit an enemy, I have to 'hop scotch' my way to the enemy to see the range. However, range is consistent so this is the lesser of the evils in this case. ************ Anyone ever tried this? Any success? Any headaches? I think if I were to experiment, I would get a cardboard hex map (maybe scale 1:2) and try it out. Plot the target hexes, range, and order it occurred in that barrage. I don't expect this ever to give 100% accurate results (unless the enemy has only one piece and never moves it), but it could help a great deal. With the given variable of smoke in their backfield your work becomes even easier. Forgive me if this post is stupid, newb'ish, rehashed, or gamey. I know we all use this to some degree mentally when we play but was wondering if anyone ever tried it systematically.
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