Quote:
Originally Posted by GMagos
Hello.The number of times a unit reaction fires against an enemy who is firing or moving is unlimited?Cannot find the answer anywhere.Thanks.
|
The number of
certain shots is the
number you leave it with at end turn. If you leave a unit with 6 shots free, then it has 6 free shots to take in opfire in the enemy turn.
However, if the enemy causes suppression or worse to your unit in his turn, then its number of shots will go down, or its chance of generating one (if 0) is diminished.
If you leave 0 shots,
or it reduces to 0 during the enemy turn then
unlike the original SSI code, our game
will test to see if it generates a shot when needed. Likelihood of this depends on experience level (more is good), suppression level (more is bad), Morale (better is better), weapon size (smaller warhead is better).
Therefore - potential opfires from an enemy are in theory unlimited other than by ammo capacity, though in practice of course they are not.
This behaviour was introduced back in the MSDOS days, to stop the guys who used to tease out a Tiger's opfires with Jeeps, then send in the tanks once it stopped shooting back. In the old SSI code once he did not fire then it was
guaranteed no further shots would come your way. Not so much, now. In our code the tiger
might just wake up and get a shot off at you. (And additionally it might not shoot at the 'bait' jeeps much if at all, if it thinks those were not a threat).
In addition, assaults done in reaction to enemy armour now need sufficient movement points remaining - so dont charge your guys out to the end of a road with no MP left and expect to ambush a passing panzer! - leave at least 2MP.
So the answer to your question cannot be reduced to a single quantifiable number. It depends on many things. However it's best, should you think that a unit will need to fire lots of opfires to:
- not fire it in your turn, thus preserving maximum opportunities
- not move it either, ditto
- if its suppressed, then rally it up if you can.
Conversely, if attacking enemy and you want to reduce opfires, then get them suppressed
before you move or fire.
- Your artillery now falls at the beginning of the turn, unlike the original code. So you have the benefit of any suppression done through your own turn - the enemy cannot "rally the barrage away" as in the original SSI code.
- Tripod mounted MGs are a good way of pinning enemy - they have a 1 hex blast radius and decent range. 50 cal have more range.
- Prior to assaulting a tank, have other riflemen than the prospective assaulter hose the target down with rifle and MG fire if it is not buttoned up, direct fire infantry mortars are good here. Wait till it shows as buttoned, then assault.