Five_of_Swords
Posts: 25
Joined: 11/25/2008 Status: offline
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Well I didnt see much of an in depth discussion. Ive simply noticed that multiple infantry in the same hex are much more prone to casualties, because missing one might still hit the other. Meanwhile, if this also is true for amror, its effect is barely noticabe, because even being hit is not usually a big deal, and especially, theres only a select few guns you need to worry about and if your tanks are in the area you generally know where they are anyway. Furthermore, since the mobility of infantry is so poor, i find that spreading my infantry out is sortof the only thing you can do to get them to have a reasonable area of influence. from smoke and terrain etc. theres often only a few select hexes on the map that offer good los to fire at stuff and tanks work great to zip around between them and concentrate fire. In the game, local majority has nothing really to do with how many units are in the area, but rather, how many have line of sight. The manual suggests that tanks offer protection to infantry in the same hex, or at least i remember distinctly that a wrecked tank does. I think i remember it saying a non wrecked tank does also (and why would they implement the code for one and not the other). Anyway, i put tank and infantry in same hex all the time and I cant say I notice a difference in casualties. But you will notice that you accumulate a little more supression. Just make the units in these hexes the last to fire on your turn. The computer stacks things all the time. When it stacks infantry its a juicy target. But if armor is stacked, I cant say I know how one would actually take advantage of that. Even if they are in LOS of your AT guns, you still only kill one at a time. Since they are only on one hex however, its rather more likely that NONE of them are in LOS. You see?
< Message edited by Five_of_Swords -- 12/2/2008 6:40:48 AM >
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