Surprise attacks in SPWAW (Full Version)

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Puukkoo -> Surprise attacks in SPWAW (8/20/2005 9:08:04 PM)

In commando & special force scenarios player faces an enemy that is always ready for combat. This does not make a surprise attack possible. Enemy is too prepared for action and it results in great losses for the special troops. There is however a solution to this problem.

By the help of the editor enemy units can be made 'suppressed' for the first few turns of the combat and they will only slowly react to the fire. I'm still much living in SP3 times and I must learn how to use that bloody thing.[sm=Christo_pull_hair.gif]




Wild Bill -> RE: Surprise attacks in SPWAW (8/21/2005 7:19:07 AM)

It will work. I usually do it through artillery fire, then making a save, converting it to a scenario and do some more editing.

WB




Puukkoo -> RE: Surprise attacks in SPWAW (8/21/2005 2:27:22 PM)

How great! Thank you sir!

I just don't yet know all the finesses this game has. Good if it works that way.




Wild Bill -> RE: Surprise attacks in SPWAW (8/21/2005 4:29:18 PM)

You have some fun moments of discovery ahead of you, my friend. It is a treasure-house of surprises...WB




Puukkoo -> RE: Surprise attacks in SPWAW (8/22/2005 9:52:16 PM)

Yep! That works. I can now revise my scenario "Tank busters at Summa". The infantry AT-men can now get closer to tanks without being answered by angry machinegun fire. Molotov coctails are now more interesting weapons even in assault mission.




RUPD3658 -> RE: Surprise attacks in SPWAW (8/22/2005 11:41:03 PM)

You could also have the defending force units area fire on their own troops then save. This would provide suppression and expend shots.




Wild Bill -> RE: Surprise attacks in SPWAW (8/23/2005 5:27:47 AM)

Glad it worked for you. I sometimes do this, then remove the artillery if I don't want it, or replace it so that they have a full load. The other suggestion is equally good, but I've never been able to get my troops to fire on their own men.

WB
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easycoetzee -> RE: Surprise attacks in SPWAW (8/24/2005 7:16:36 AM)

Bill, hit the "Z" key then select that unit. I've done it by accident.





Wild Bill -> RE: Surprise attacks in SPWAW (8/24/2005 8:56:27 AM)

Well, well, Easy! Live and learn! Thank you! Will I ever learn all the tricks to this game. I've been trying to for over 10 years now and you wonderful guys keep giving me new toys!

I did not know that was possible! [X(] Thank you again...WB[&o]




KNomad -> RE: Surprise attacks in SPWAW (8/24/2005 10:37:53 AM)

Just in case the enemy refuses to comply, "Z" fire also works wonderfully for destroying one of your core units you wish to upgrade to a different unit type. [8D]





Warrior -> RE: Surprise attacks in SPWAW (8/24/2005 1:50:03 PM)

Set your defenders facing away from the attack. That will allow you to sneak up on them.




Puukkoo -> RE: Surprise attacks in SPWAW (8/24/2005 5:22:30 PM)

Change of facing will decrease hit probability, but if you want to cause a real *havoc* in opposing forces, you should make enemy suppressed.

In my own unpublished scenario I destroyed over 20 suppressed enemy tanks with SC's, molotovs and AT-mines while losing only few men. (Most of it was pure luck as some tanks were successfully assaulted with probability of 16%).




RockinHarry -> RE: Surprise attacks in SPWAW (8/29/2005 5:44:56 PM)

Adding "suppression" to units in Freds WaWEditor actually is the quickest way. Load scenario, open "Position/Property" Editor in "Tools" menu, set "suppression" as property (default already), enter "Min/Max" range for property (same value for "Min/Max" sets property to same value for all units selected) and select units to be affected by clicking in the "unit" column. A red bar and an asterisk indicate a selected unit. You can also select multiple units at a time by drawing a window around the units (yellow dots) in the upper left hand map window. Then press "select" button. If all settings and selections are made then finally apply the edits by pressing the "Set" button. Leave "position/property" window, save scenario, done.[:)]

As Puukkoo already mentioned the suppression will last for the first few turns only, until all supressed units are rallied back to unsupressed normally (..not considering any additional suppressing effects that might apply in the meantime!).

Some useful info about "suppression":

"In SP games your status (normal, pinned, retreating, routed) was directly linked to how your suppression compared to your morale. A "suppression multiple" between morale/3 and morale/5 (morale/4 by default) was the "increment" that meant an automatic change in status. IF you had morale 80 that means you became pinned at 20 suppression, retreated at 40 and routed at 60. If you had morale 60, it was 15, 30 and 45."

Some other trick for scenario design: Use vehicles and its crews seperately to simulate a unit in rest, maintenance halt ect. This is set up by using a saved game similar to what Wild Bill mentioned further above. Start your scenario as usual, but set it up as two player (hotseat) in order to play and have access to both sides. Select the vehicles (or any other crewed unit) that should have their crews bailed and hit the "9" key for bailing each crew/unit. Once done for all units, save the game, rename and put it into scenario menu (savexxx.dat to scenxxx.dat) and reload the now "converted" save game back into the scenario editor and apply any additional changes, like moving crews out of the abandoned state vehicle hex. Now you could as well apply "supression" to the crews with any of the above mentioned methods if you need. Reaction Turns work for crews just like for any other units. This means that crews will start to move toward their vehicles quite automatically at the set reaction time. With this method you could also simulate crews manning their guns (AT gun, AA, artillery) at a given game turn. This is very useful if you want to activate the AI (onboard) artillery at a given game turn.

There´s yet much more use of bailed crews for scenario design....[8D]




Puukkoo -> RE: Surprise attacks in SPWAW (8/29/2005 8:40:59 PM)

Thanks RockinHarry. That was very comprehensive. I was just pondering how I could make those 'bailed crews'. Almost invented it myself too [8D](actually, I was not even close to it[;)]).




RockinHarry -> RE: Surprise attacks in SPWAW (8/31/2005 6:13:07 PM)


quote:

ORIGINAL: Puukkoo

Thanks RockinHarry. That was very comprehensive. I was just pondering how I could make those 'bailed crews'. Almost invented it myself too [8D](actually, I was not even close to it[;)]).


Just figured by trial and error that the crew stuff does not work in user camapaigns![:(] Still a usefull feature for single scenario designs though.[8D]




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