RE: Recon Units and Scouting
I would include myself in the group that would like a more robust recon model/option. My thoughts/preferences would include two components:
1) Recon during the turn - Like others have mentioned, having a "recon during turn" command is an important component. It would function much like the pre-turn recon scan for unmoved, non-fired units with the same randomness. I would probably limit it to once or twice per turn per recon unit, if possible, to reduce its effect on turn sequencing (i.e. searching repeatedly for a whole turn to the benefit of units that haven't moved yet). Maybe a cost of something like 35 APs or so.
2) Hidden movement - Unlike what I think the others on the thread are posting ("extra" movement for recon units), I think a more expensive hidden movement mode would simulate those final few meters of creeping into the good recon position. I am thinking of something like double-time mode in reverse. You lose 25 APs to go to Hidden Mode, but all moves in hidden mode have either no-chance of triggering op-fire or a greatly reduced chance.
For gameplay purposes, I would limit hidden movement to designated recon units. The difference between creeping into a firing position and creeping into a recon position are exactly what Ed mentioned below. The recon unit is typically dismounting and sending a few guys crawling ahead, not trying to move 20-30 men or multiple vehicles into a firing position.
Anyway, those are my thoughts.
Mike
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