Charles22
Posts: 912
Joined: 5/17/2000 From: Dallas, Texas, USA Status: offline
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panzerfist: It must depend on what you're playing. As a campaigner (WWII or generated), I can tell you that I've never ran across a battle of "less" than 25 turns, generally it's between 30 and 40. Even in very short battles, you can still load a recon on a tank and plow forward to later drop it off. For example, when attacking, you could load the recon in deployment and assign the objective, both. If you feel that you can only go forward 10 hexes without great danger, then you can drop the recon there, thereby advancing the unit 10 hexes in one turn instead of slogginf along. Now, you have to experiment with such an idea, but there are battles where even recon will be spotted very quickly, perhaps as early as the first turn after having gone only one hex (though this is very rare). In such a situation (if you're playing as Ruskie against Gerry this might be quite common in '41), your dropping the unit off where it might not have been able to get otherwise, will then open up all kinds of units to the recon spotting. The danger lies in the recon possibly never getting to that hex because of op fire possibly hitting the tank (thus resulting in the recon jumping off too early), or in the recon getting thoroughly wiped out before it can be controlled by you and do any effective spotting.
I've never had to be very speedy with my recon, so though my idea is a possibly solution to speedy games, I certainly haven't tested it. I would estimate that it would work to something of a satisfactory level about 50% of the time, but of course the odds would increase if you used perhaps other distractions to the enemy to pull this one stunt off.
Also, if your recon goes through a clump of trees, hit the gas, and don't get stuck in the rut of moving one hex at a time to avoid being spotted. Just make sure that all the hexes you're going through are unlikely to be spotted by the enemy (no hot-rodding through the 'edge' hexes of woods).
One last thing. Consider the commando/partisan. If you purchase two or three, one of them is liable to reach it's destination. Given this could be anywhere in the enemy's rear, it could serve as an excellent recon, which, if you never move it from where it springs up, could stay there unspotted. The commando does take quite a while to get there. I've only used them once to date (Gerry ones), and one reached it's area in 7 turns and the other two the 12th and 13th turns.
Get that brain going, you'll think of something. Half the fun of the game is coming up with wild ideas to experiment with.
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