Quote:
Originally Posted by Mobhack
Moving units are less accurate - even stabilised vehicles - especially if the vehicle has exceeded more hexes than its stabiliser value (So if it has stab=2, try to keep movement to 2 or less if shooting). The more hexes travelled, the less accurate the element becomes.
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The
Game play notes describe it in finer detail:
Quote:
If you want to hit, especially at long ranges (over 1500 to 2000 metres, 30 to 40 hexes) then you should fire from the short halt (having moved the move before, not this one), and if you really want to hit, fire from the full halt (having been stationary the entire previous move as well as being stationary in the current move). In WinSPWW2, you are considered fully stationary only if you neither moved this turn, nor the previous game turn (in technical terms, if you expend >= half your MP in a previous turn, a 'moving fast' flag is set, you need to spend a complete turn not having expended half or more MP to reset this flag). Movement will also break any fire control solution you have made on the target ('target lock') unless you have a tank with a stabiliser
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As I understand movement affects the accuracy of non-stabilized tanks in several ways:
- any movement immediately breaks the target lock,
- the moving fast flag reduces accuracy and is set once a tank has spent more than half its MPs, and reset at the end of the first turn in which it uses less than half its MPs.
But I can't quite reconcile it with the preceding statement that a short halt is performed by moving in the previous turn but not in the current one, and that a full halt is performed by standing still through the full previous turn as well. This logic is different from #2—which one is correct? Or are both used to cumulative effect?