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Guns vs Tanks - Make that shot count!
01-14-2008, 04:21 AM, (This post was last modified: 01-14-2008, 04:22 AM by PoorOldSpike.)
#11
RE: Guns vs Tanks - Make that shot count!
I've been trying to pin down the Stealth thing in tests but its hard to get solid figures because of all the variables whizzing around, but from past playing and testing experience i've noticed a stealth leader rating definitely does help infantry stay unspotted longer.
As for guns, I'd guess it helps them too, but when a gun fires (especially a big 'un) its blast and smoke are going to broadcast it's position to every enemy for miles around, so not even a top-notch stealth leader can really help it stay unspotted then.

Incidentally here's a reminder of what the Cmbb paper manual says about a leaders stealth on page 65 -
"Stealth (icon:question mark)
Increases the chance of remaining unspotted by the enemy, and for successful navigation through sewer systems. This leadership ability is not available for vehicle HQ's"


PS - To go offtopic slightly,I also came across the following on p.57 which is worth reminding ourselves about -
"Concealment
Units which haven't moved from their initial setup positions,even those not in foxholes or trenches, are assumed by Cmbb to be camouflaged, and are more difficult to spot than units which have moved in subsequent turns.
You won't notice the difference when you place an antitank gun in open ground,especially when not in a foxhole or trench,but woods, rough and other terrain obscuring line of sight will make your units as good as unspottable until they open fire"
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RE: Guns vs Tanks - Make that shot count! - by PoorOldSpike - 01-14-2008, 04:21 AM

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