|
I
bought FASCAM / MINELET arty but it's not appearing
in the Bombardment menu. What's wrong?
There
is a three turn delay built into the game to stop
all FASCAM / MINELET artillery units from appearing
in the bombard menu at the start of the game.
This prevents a player from using these to box
his opponenet into his start line. They will be
available for use after turn 2 is completed.
What
is a Commando, What is a <insert Unit>
See
the Unit classes list in the Customising SPWW2
section and the Customising WinSPMBT section of
the respective Game guides for a list of classes
and special abilities etc.
Why do generated battles and campaigns play unbalanced
when I use a very small force?
The AI has a minimum troop purchase that,
due to built in variables, is anywhere from 150
to 250 points. That is the least amount the AI
will buy. If you have a 200 point core in a campaign
and are given a Human advance or assault the odds
will end up being around 1:1 rather than the 2.5:1
they should be simply because the AI will not
take less than it's minimum force, even if you
have a minute core and omit to use the given support
points. The AI requires a basic minimum
to cover the defence (or it may end up holding
the line with an HQ and a sniper!), and it needs
a certain minimum to create a credible attacking
force. We recommend that you play a campaign with
a minimum of 450 to500 points for your core. This
allows the AI a fair number of troops and will
provide you with a better game. You CAN play with
less than a 300 to350 point core but you MUST
take the support points offered in a Human advance
or assault or the AI will end up with a higher
proportion of troops than they should have. 350
points should be the absolute minimum size for
all campaign and generated battle games. Anything
less WILL give you very challenging games in advance/assault,
especially in MBT where vehicle cost is much heavier
than in SPWW2. A WW2 Sherman would tend to cost
40 or so points. A Challenger is over 500 in MBT!.
What are those " ** "'s
I see when I hit an AFV?
When
a tank is hit and a penetration occurs it does
not always cause an outright "kill". Occasionally,
depending on the shell size/armour thickness ratio
and the survivability rating of that vehicle,
you may notice hit messages ending in ***. These
are not new, they have always been in SP2 but
it was not widely known that this indicates that
damage is occurring to a vehicle. We have reworked
the code to give more of these damage results
under certain conditions. If you see these when
your tank is hit you are taking critical damage
and/or lost crewmen which affects the number of
shots available and overall vehicle/crew performance.
Damaging hits can also remove weapons, immobilise
the vehicle and so forth (note that unlike the
original SP series games, bringing up the information
screen for an enemy AFV will not show you
that, for example, the main gun has been destroyed
for that vehicle!).
In
PBEM, I never see my opponent's artillery on the
playback, just new craters.
Unless
BOTH of you have 'fast artillery' set to OFF then
no history of the artillery barrages is saved
in the PBEM file. Play PBEM with fast arty off,
both of you, to see the shots and messages in
the replay. And ensure you have animation turned
on as well, or you will not see direct fire shots
either. Additionally, any pre game bombardment
in a PBEM (artillery plotted to drop in turn 0),
only one side will be able to see the replay,
because the game replay code is only set up to
replay the one player's last turn, not
"both players' last turns, saving a bit of
turn 0 through your opponent's turn 1 and then
adding that bit on at the front of the next replay".
It is therefore best not to use any pre
game (turn 0 arrival) artillery in a PBEM game,
unless you are willing to sacrifice player 2 playback.
Agree this as part of the pre game discussion
with your PBEM opponent.
My aircraft seem useless, and cannot hit things
with guns/rockets.
If you see the message "attacking hex" then your
plane has not been able to establish LOS to the
target hex. This is usually due to smoke and dust
in the area, but sometimes it is because the target
is tucked away behind a ridge for example. Try
to target aircraft, especially if relying on direct
fire weapons like rockets, onto targets well out
in clear air, and preferably out in the open,
on a flat plain as opposed to in a town, wood,
or valley. Do not target artillery bombardments
and planes on the same target area, this is a
major failing of the AI. If you must hit a target
in smoke, flames etc., Then try to use planes
with bombs, napalm, or PTAB bomblets as these
are area fire weapons. Still not as good as a
clear attack, but better than random cannon strafing.
Remember, very big bombs will kill infantry in
the adjacent hexes as well (~1000lbs and more).
You
will know if you got a good shot since the message
will be 'attacking T-34' or similar and a percentage
to hit is usually displayed on the yellow bar
at the top of the screen.
Note
that MBT aircraft, unlike SPWW2 planes, may have
night vision sights, including Thermal Imagers,
which may mitigate the smoke and poor visibility
problems of WW2 aircraft that relied on the unaided
eyeball Mk1.
To
try out aircraft tactics it is best to set up
a test game. Set up with both sides human
player for everything, and give the side you are
testing planes the advance, especially if you
decide to let the AI run the targets, then it
wont move! Go to the Preferences Menu and set
up the air strikes item to at least one to ensure
you can buy air. Then when setting up enter no
passwords, and for the delaying (target) side,
buy the sort of targets you want to test against.
Set the target side up in interesting arrays,
and its often best to set these up as preplanned
bombardment targets ('gold spots') for the advancer
to save time waiting for strikes to arrive. Now
play the game; try out various plane types as
desired on target types and arrays as desired.
Because you are playing left hand vs. right hand,
you can inspect the damage from the target's viewpoint.
This method is also useful for testing out AA
tactics and units as well. Or pretty much anything
for that matter, before jumping off to a bulletin
board, try a few experimental tests of your own.
Many folk just do not seem to realise that they
can in fact play both sides, so as to try things
out.
I bought a 90mm AA (AT) gun formation with
trucks but they cannot pick them up.
Some
AT gun formations were provided with integral
trucks, but the picker will let you choose any
legitimate AT gun, howitzer or whatever. In this
case there is usually a separate 'Heavy AT Gun/T'
formation with 7.5 ton heavy trucks or similar.
What can be picked up is a vexed question in SP.
Look for the '*' after some guns, read the manual.
But
the best way to see what fits what is to set up
a test game, buy one of about every type of transport
and load item, and try it out in the set up phase
of the game, then quit before playing. This is
especially true of some things like say USA mech.
Infantry. You should be able to fit most combinations
in to the vehicles some way but do not buy 76mm
AT guns for example. If offered mortars, you should
stick to the correct 60mm sections, as 4.2 inch
mortars are both ahistorical, and likely will
not fit, or not leave room for that final bazooka
team.
There
is no real easy way to screen out inappropriate
choices (though the new classes for V3.0 will
help), learn by experimentation, do not plunge
into a game and then find out what lifts what
when it is really embarrassing.
I cannot spend all my points/ buy any more
support troops in a campaign game.
There
is a limit to the number of units you can buy
in total, this has been increased to 500 units
per side in version 3.0, over about 130 before.
In addition, there is a limit to the total number
of formations (platoons formations, and a 1 man
sniper formation is a platoon!, not companies).
Also, in a beach assault you are limited to about
400 units, as the game needs space for the automatically
bought landing craft, and in a river crossing
assault, we have left about 90 free units to provide
assault raft unit space for deployed infantry
assault boats and deployed barges off barge carriers
as these need to be created on deployment. In
a campaign core, you can have 200 units now.
Once you reach either limit, you cannot buy any
more units, even if you have a lot of surplus
points. The formation limit means that it is best
to buy in reasonable sized platoons of 4 or 5,
not sections of 1 or 2. However, avoid things
like the 10 tank Soviet 'Company in a Platoon'
since when things start going bad for this unit,
the leader is unlikely to be able to rally that
many subordinates.
There is an 8cm-mortar platoon and a 12cm mortar
platoon, what is the difference?
Usually,
just the number of mortars (but with the new expanded
mortar classes, the OB designer may have utilised
these so the heavy mortars are in their own units,
now). For example, 6 tubes in a German WW2 8cm
platoon and 4 12cm tubes in that platoon, one
off each in the battalion support company. Also,
the designer may have provided formations using
mortar section units (several mortars firing off
the same baseplate) as well as individual mortars
per unit type mortars.
The
'All Formation' key produces unusual results when
I try to move a platoon.
This
button has never really worked since SP1. Do not
bother with it. Its only use is when setting an
entire formation's range with the 'Y' key. Select
'all', select any unit of the formation set the
range, and all the formation uses the range setting.
It saves a few extra clicks. Then remember to
turn the all mode off before moving anything or
you will get a rude surprise. That's the only
practical use for the ALL key in SP. By all means
try the all formation key a few times for fun
in a scratch game, the results are often interesting,
but not what you desired even on flat ground.
Note that the button was removed, and only the
'A' hot key remains.
I
think artillery/infantry is too powerful/too weak
See
the section on 'The Preferences Screen'. Experiment
with the values till it suits your idea
of 'reality'.
How
do I call a quick repeat artillery mission?
Once
the artillery unit has completed its mission it
tends to keep its last x,y target location, unless
it was manually cancelled, or was an aircraft.
Go to the bombardment screen, and press the ID
button for the unit. Do NOT click on the map,
or you are calling a brand new mission in! press
the HE icon (or smoke if that was what was wanted),
and the symbol will appear at the last x,y location.
Adjust if required, but the time will be much
less than a new fire mission from scratch. This
is how to do a 'creeping barrage', plot and fire,
letting the battery finish, then call a repeat
using this technique, and adjusting the line of
fires forwards a bit.
How
do I fire counter battery fires on enemy off map
batteries?
You
(the player) do not, your gunners will attempt
to locate off map batteries themselves, and allocate
any units in range to CB fires.
For
a battery to fire CB missions, it needs to be
idle (not plotted to fire missions), it needs
its crew quality to be good (better than 60 or
so, and the higher the better), have HE ammo to
hand, and to have equal or better range than the
enemy battery in order to be able to reach the
target. It also has to pass a chance roll. Off
map artillery units range is shown as a number
usually in the 200 series or more, 209 is longer
range than say 205. Range information is found
in the encyclopaedia entry for that battery.
How
do I recrew my vehicle/Gun etc. ?
Once
the crew has stopped running away, walk them or
transport them back to the same hex as the gun
or vehicle they abandoned, and leave them there
for a while. Provided their morale is good
enough, and the item to be crewed is not too badly
damaged, they will mount up. NB, the original
crew for the abandoned unit is the only
one which can recrew it.
How
do I get things into the same hex as one containing
another unit
Whether
friendly, enemy or wrecks, select the unit to
be moved, then hold the SHIFT key and click into
the target hex containing other units. (Enemy
units in the target hex may object to this!).
Barges will allow you to load from the hex alongside,
otherwise units would have had to drive into deep
water!.
How
do I get an enemy squad to surrender?
Enter
the same hex as the retreating or routed squad,
and blaze away, when approximately 2/3 of the
crew is gone it will tend to surrender, depending
on nationality and morale, though occasionally
a squad will run away even from such a pinning
attack.
Alternatively,
provided you are shooting the unit up, and it
cannot find a hex to retreat to, it may surrender,
i.e. Typically it is surrounded by your units
which have shots left AND are in good morale,
an enemy squad may run into a hex containing a
retreating unit of yours, or just may panic and
enter an enemy held hex regardless. Note that
rivers for example, can block retreat paths, as
can minefields.
How
do I turn a unit in place?
Select the unit, then RIGHT click into a hex which
is clear of wrecks, friendly or enemy units in
the desired direction then the unit turns, and
the unit LOS in that direction is shown by dark
and light hexes. Use the clear dark function to
remove the dark hexes. Some units like pillboxes
cannot turn (other than when being placed in deployment)
and barges and other watercraft need to be moved
to turn, they cannot turn in place.
What
is the LOS from this unit?
Please refer to the question 'how do I turn a
unit in place?' above.
How
do I destroy a bridge?
Use typically an engineer unit with satchel charges,
anti tank mines (can represent hollow charge demolition
munitions) or a Churchill or centurion AVRE with
demolition gun fitted (165mm), and area fire onto
the bridge hex. (Z key). It may take several attempts,
especially for stone bridges. Very large artillery
can destroy bridges, as can aircraft using large
bombs if they drop these onto the bridge hex (bridges
are valid aircraft target hexes, give a plane
a bridge target hex and it will tend to attack
that in preference to any bystanders). Generally,
crater causing artillery (about 120mm up) is needed
to drop wooden bridges, and 8 inch or greater
artillery to have a chance on stone bridges.
When
a bridge collapses, all units on that section
are destroyed by falling into the river, and this
can be very satisfying when you catch a massive
traffic jam of the opposition's units on a rickety
wood bridge with some 122mm...
How
do I deploy a barge or raft?
When
beside the water, with some MP left, attempt to
'drive' the barge carrier into the water, or 'walk'
the infantry squad into it (if it is carrying
a raft!). A barge carrier will appear in the water
or the squad will transform into a raft carrying
itself and armed with the squad's primary infantry
weapon. To unload, 'drive' the barge or boat onto
the river bank or beach side. If in -1 depth water,
barges can now unload into the water if desired.
What
sort of forces and maps will the computer player
pick?
The
AI pick list code is adaptive, and randomised
in places. This gives a far richer AI force structure
than in SP2 and SP3 where it got to the point
that you could pretty much predict the AI force,
given the points allocated.
MBT
AI pick will be affected by some or all of the
following: Battle type (Different if assaulting
than defending), points available, the battle
date, the particular opponent (e.g. Russian AI
pick vs. a NATO country will differ in structure
from playing against Mujadeen), air strikes available,
AI Tank Heavy switch setting, and sometimes the
battle map (may de-emphasise long range ATGW in
a city fight and buy more leg infantry and mortars,
and less tanks perhaps).
The
best way to look at what the AI buys is to experiment
with test game setups.
Select
your points, air points if desired and the date
and players and also battle type just like a normal
battle generator battle with the following exceptions.
1)
Set Computer as the player in both cases
2)
Select computer buys forces for both sides
3)
Set both sides to human deploy
Now
hit continue. Select human deploy or computer
deploy for side 1, and examine what was bought.
[If you want to look at AI deployments - use auto
deploy, repeat several times to see several alternate
deployments]
Now
exit this side's deployment and examine the second
force as above.
Finally
- in the second force, choose exit game, or you
will get to watch an AI plays AI game!. If this
happens - hit the space bar and the game will
allow you to break in at the next end phase.
Repeat
the process of examining AI picks at various dates
and force levels as desired. When you have done
this a large number of times for any opponent
pairing, you should have a good idea of what to
expect.
Also
each battle will select a new map and these can
be examined as well, as for many nation pairings
we no longer limit you to but one battle location
as with the old SP2 and SP3 games. Some of the
possible maps can be quite rare as well, so you
may need to run quite a few test games before
seeing these.
Return
to the Main SP Camo Page
| This
site is a member of WebRing. To browse
visit
here. |
|
|