Infantry (Full Version)

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LehrDivision -> Infantry (12/22/2002 1:25:42 PM)

What is the usual range for regular infantry to attack? i mean sometimes i'd attack or most times... i'd attack an enemy infantry with my from about 6-7 hex away wit 25%+ hit chance and it still doesn't hit them (its below 50% hit chance though) so is the usual range about 200 meters?




Goblin -> (12/22/2002 1:35:41 PM)

I usually open up alot closer, for better effect. 200 is a good number, 150 is better to me. Remember that the enemy squad gets a save versus your fire, based on their experience. So you may actually be getting a 'hit', but they avoid casualties due to experience. The same happens with MG's. Experienced troops that move only one hex at a time have a low chance of taking heavy casualties because they go to ground quickly when fired upon.

You can engage closer or further depending on your plan, the terrain, and the enemies armament too. I keep my ranges low to increase my infantry's chance at staying hidden. By the time they fire, the enemy is usually close enough to make him have to use caution with his artillery. If you shoot too early, he nukes you, and moves up his unit on your suppressed troops. If they stay hidden long enough, they may get close assaults. If the enemy has alot of submachinegun troops, I increase the range of engagement. No sense playing in his range band.

Goblin




Orzel Bialy -> best results... (12/22/2002 1:36:00 PM)

are between 50 and 100 yards...so roughly 1-2 hexes!

Heavy MG's will do damage at a further range of course...but for the regular rifle-armed infantry...the closer the better.

If you can get your units in position first and then set their range to fire down to 3 or even 2 (in darkness or bad weather)...and then let the enemy stumble on them, oh the damage they can do! However, have your plans made up to be able to fall back on a secondary line or supporting armor...because once the surprise is gone the enemy will be looking for blood.




LehrDivision -> Re (12/22/2002 3:40:07 PM)

Oh yeh this bring this thought to mind...
whats this hype about submachine gun? do they have same damage system as machine gun except lower range? If so they're are to be feared




Orzel Bialy -> In close-in fighting... (12/22/2002 11:06:39 PM)

yes, they are to be respected...but don't allow them to become feared. :)

In close/hand to hand fighting and within a 1 hex range they are deadly...and will totally chew you to pieces if they catch you in the open at 50 yards or less!!! I've seen SMG units take out 5-6 men of an opposing unit with one burst of fire at close range. Nasty stuff if not dealt with properly.




Tomanbeg -> Range Band (12/28/2002 12:24:27 AM)

Goblin hit the nail with his pointy green head. 7.1 has limited the ranges at which casualties are produced. The is 4 hexs for non-Maghine guns units. So the only thing that you can expect from rifle fire at 4+hexes is a pin. So set your range to 3 hexes. If you want to take a shot with the Squad LMG, do it during your phase of the turn. Depending on other factors, it is possible to pin an enemy unit without giving away your position. Normally 2 bursts will do it. Then you can call in a small mortar and watch them flee.
T.(don't forget to reset your range).




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