It's been a quiet weekend - have you all been waiting for/watching the Super Bowl??
As we have started February, I thought I'd show you a couple more of the new features for Panzer Battles.
The first is some of the new shortcuts on the menu bar. Most of the items are familiar, but there are three new selections that have been added.
Carry/Uncarry is for loading units onto either dedicated 'carrier' vehicles or
foot troops onto vehicles. There is a fixed limit of five men per vehicle if it is not designated as a 'Transport' type.
When a unit is transporting other units it has 'Carrying' shown on the Unit Information. On the map a 'P' (passenger) is placed on the counter. Below you can see the way this looks on the three different counter types.
To see who the actual unit that being carried is, just right click in the unit information box and the transported unit is revealed. Note the unit is considered to be in 'travel' mode and is incredibly vulnerable when riding on the exterior of vehicles. There is a parameter data file value where the defence value is set for carried troops. It is currently set to four versus the normal sixteen for infantry. The moral of the story is do not ride into combat on the back of vehicles. Dismount before you reach the enemy.
Though 'Transport' type vehicles are not included in this first release title, they are a powerful addition for the scenario designer. Wherever there is a constraint they can be used. For example a ferry can be setup on a wide river, both restricting the number of units that can cross as well as giving the enemy a way to target and cut/destroy the crossing capability. This limited lift capacity can be used with a range of unit types such as landing craft or even helicopters. Lose your transport vehicles and you're walking or swimming.
Assign Opportunity Fire (AOF) and
Recon Spotting go hand in hand.
The AOF feature is probably one of the biggest changes to the original PzC code and has some similarities to the 'Hold Fire' command in SqB. It is designed to control the fire of units that are currently hidden using the 'Persistent Concealment' rule.
Opportunity Fire allows the engagement ranges to be set for four types of weapon systems; Hard Vehicles, AT & Heavy AA, Indirect Fire Units & all Other Units. A matrix of the weapon systems vs. target types is part of the AOF dialog.
Ranges are Never, Short, Medium & Long, with each range equivalent to a third. Short is one third, medium is two thirds and long is full range.
The below values are the
Blanket defaults for each scenario. The player can change these during his turn within the game.
As you can, see most weapon systems are set to short or medium other than Indirect Fire Units. The values are designated that way to prevent a unit firing and revealing it's position before it's optimal.
The usage of AOF comes with a lot of nuances.
Firstly, it is only applicable for units that are concealed. Any unit that is spotted will not be constrained in firing.
Secondly, it is only applicable for the Defensive Fire phase of the opponents turn. Players have complete control over their own units during their turn. They can chose to hold fire and maintain concealment or fire at what ever range they like. The AOF table is used by the player's concealed units to decide when to fire and reveal themselves during the opponents turn.
Thirdly, a unit needs to be in cover to be concealed. This is primarily terrain features such as brush, fields or villages/towns etc. Any unit in a clear hex will never be concealed, even if there are fortifications in the clear hex.
Fourthly, once revealed a unit can be concealed again if it is out of line of sight of all enemy units. Once concealed the AOF matrix applies again. For example, if an AT gun destroys a scout car platoon and no other units are nearby, the AT gun will be concealed again.
Fifthly, Recon spotting and air recon can reveal concealed units and in the case of HTH games, players will not know if their units are still hidden or revealed. Recon assets become very important when wandering into areas that you suspect the enemy may be in.
Very importantly, players can set a 'blanket' order for their units and then tailor individual units. Selecting a unit(s) will allow individual engagement ranges to be set. These values will supersede the blanket defaults as long as they are equal too or
shorter than the default values.
For example, we have decided to prevent our mortars from targeting hard vehicles as they are much more effective shooting at soft targets. By selecting the units in hex, the applicable engagement field is set to Never and the mortars will
never target hard vehicles
unless they are spotted.
To help players know which values have been changed from the default values a 'Highlight Reduced Op Fire' report is included. Any unit with parameters below the blanket defaults are highlighted. Remember that players can change these blanket defaults as necessary.
Our three mortars are highlighted below;
Assign Opportunity Fire is an area that the play testers are still learning. It has a lot of applications and allows a range of different tactics. Various kinds of ambushes can be setup and these can be foiled through judicious use of recon assets.
Players are finding interesting ways to use this new feature. One tester set up some of his longer range units up on a ridge line overlooking concealed infantry & AT guns. Firing with the longer range units both revealed them and attracted the enemy units. Thinking that they were attacking the units on the ridge line, the enemy units charged forward to become enmeshed in the hidden forward defences that opened fire when the enemy was at optimum range. This is just one example of the power of AOF. That said it will take practice and time to get use to and players will have to decide when to move forward and how.
All of this brings, recon, smoke and artillery (it can hit 'empty' hexes at 1/4 value) to the fore.
We will be sharing more on what we have learned about playing the game with AOF in the near future.
David