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Auto defensive fire
09-19-2013, 12:35 AM,
#1
Auto defensive fire
Does anyone know how auto defensive fire is calculated?

Is the total number of defensive shots figured per hex or per unit? Do defenders get three shots per hex or three shots per unit in their stack? If offensive units are attacking from three different hexes can the defenders fire up to three shots at each attacker's hex, or can each defender in the hex fire three times at each attacker in multiple hexes? It seems that when I fire my offensive unit I sometimes get no defensive fire at all and sometimes I get a veritable hail of return fire.

I just don't understand this at all, there seems to be no rhyme or reason to it. Surely there is more to this than just the roll of a die. Rifle
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09-19-2013, 02:23 AM,
#2
RE: Auto defensive fire
Each defender gets up to 3 shots just as in your move, artillery 2. If your unit gets disrupted it will lose a shot. So as far as how many shots a unit CAN take is the same as in your phase. The word here is CAN though, of course theres a mathematical calculation involved on weather it fires or not.

Opportunity Fire is
under the control of the computer, it results in some anomalies that may be
considered frustrating to some
Rangers Lead the Way
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09-19-2013, 02:41 AM,
#3
RE: Auto defensive fire
(09-19-2013, 02:23 AM)tazaaron Wrote: Each defender gets up to 3 shots just as in your move, artillery 2. If your unit gets disrupted it will lose a shot. So as far as how many shots a unit CAN take is the same as in your phase. The word here is CAN though, of course theres a mathematical calculation involved on weather it fires or not.

Opportunity Fire is
under the control of the computer, it results in some anomalies that may be
considered frustrating to some

Hey Taz, thanks for the insight.

So if one of my recon units happens to bump into a stack of, say four enemy units for instance, it could theoretically get hit with as many as a dozen defensive shots?

And if a defender is attacked from multiple hexes, do they get three shots against each enemy hex that attacked them, or just three shots total? It sure seems like when I'm attacking an enemy with stacks of several units from two or three surrounding hexes the defender gets off a lot more than just three shots.

I think I'll run a few tests and actually keep track of the opportunity fire and see what I can find out.
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09-19-2013, 03:05 AM, (This post was last modified: 09-19-2013, 03:09 AM by Aaron.)
#4
RE: Auto defensive fire
(09-19-2013, 02:41 AM)tbridges Wrote:
(09-19-2013, 02:23 AM)tazaaron Wrote: Each defender gets up to 3 shots just as in your move, artillery 2. If your unit gets disrupted it will lose a shot. So as far as how many shots a unit CAN take is the same as in your phase. The word here is CAN though, of course theres a mathematical calculation involved on weather it fires or not.

Opportunity Fire is
under the control of the computer, it results in some anomalies that may be
considered frustrating to some

Hey Taz, thanks for the insight.

So if one of my recon units happens to bump into a stack of, say four enemy units for instance, it could theoretically get hit with as many as a dozen defensive shots?

I dont believe the maths will allow this against a single unit as i have never seen it, i would say more towards 3 shots at the most

And if a defender is attacked from multiple hexes, do they get three shots against each enemy hex that attacked them, or just three shots total? It sure seems like when I'm attacking an enemy with stacks of several units from two or three surrounding hexes the defender gets off a lot more than just three shots.

Thats 3 shots per unit in the defending stack, so if he has 3 units there you could get up to 3 shots from each unit

I think I'll run a few tests and actually keep track of the opportunity fire and see what I can find out.
Rangers Lead the Way
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09-23-2013, 07:31 AM,
#5
RE: Auto defensive fire
(09-19-2013, 12:35 AM)tbridges Wrote: I just don't understand this at all, there seems to be no rhyme or reason to it. Surely there is more to this than just the roll of a die. Rifle

Yes and no. If it was predictable, gamey moves can be made. What tazaaron says is good advice. Add, that he also mentioned there can be defensive artillery fire. There can be a lot of that or none, just depends on some variables not revealed. I have had attacking units sit through a hail of defensive fire artillery shells in some cases after moving up. Other times, the weather is just fine. Smile

Another thing to realize is the class of units engaging. Armored cars bumping into a stack will not be fired upon by infantry with an H/A range of zero, no matter how many infantry there are. Artillery may rain down on the A/C and/or ranged H/A fire from nearby hexes if visibility allows, or not some times.

Just plan your attack movements and attack firing for defensive fire to come and disrupt some of your plans. Trying to be optimal will pay off sometimes. Other times it will only frustrate your attacks. Depends on the situation.

You can develop a feel for possible defensive fire by observation over time. Then there is that rare bunch of heroes on the other side who disrupt everything you throw at them and just keep on smiling.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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09-23-2013, 07:52 AM,
#6
RE: Auto defensive fire
(09-23-2013, 07:31 AM)Dog Soldier Wrote:
(09-19-2013, 12:35 AM)tbridges Wrote: I just don't understand this at all, there seems to be no rhyme or reason to it. Surely there is more to this than just the roll of a die. Rifle

Yes and no. If it was predictable, gamey moves can be made. What tazaaron says is good advice. Add, that he also mentioned there can be defensive artillery fire. There can be a lot of that or none, just depends on some variables not revealed. I have had attacking units sit through a hail of defensive fire artillery shells in some cases after moving up. Other times, the weather is just fine. Smile

Another thing to realize is the class of units engaging. Armored cars bumping into a stack will not be fired upon by infantry with an H/A range of zero, no matter how many infantry there are. Artillery may rain down on the A/C and/or ranged H/A fire from nearby hexes if visibility allows, or not some times.

Just plan your attack movements and attack firing for defensive fire to come and disrupt some of your plans. Trying to be optimal will pay off sometimes. Other times it will only frustrate your attacks. Depends on the situation.

You can develop a feel for possible defensive fire by observation over time. Then there is that rare bunch of heroes on the other side who disrupt everything you throw at them and just keep on smiling.

Dog Soldier

Thanks for the words of wisdom DS...and you're right of course. Just very frustrating some times (as intended I guess).
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09-26-2013, 04:52 AM,
#7
RE: Auto defensive fire
tbridges, in order to get your head around the concept, I suggest that, during your enemies turn, you click on your unit that is being attacked. You will see that your unit starts off the enemy's turn with a fresh load of 100% movement points. As they fire defensive fire, you will note that their movement points reduce accordingly. This is during your opponent's turn, mind you. So your units are limited to the number of shots on your opponent's turn that they could conceivably take during your turn.

The only difference is that on your turn you tell them if, when, and against whom to fire. During your opponent's turn, you have no control over this.

But, no, a unit will never, ever have the chance to fire more than three times on any given opposition turn (two for artillery units).
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09-27-2013, 06:51 AM,
#8
RE: Auto defensive fire
(09-26-2013, 04:52 AM)Liebchen Wrote: tbridges, in order to get your head around the concept, I suggest that, during your enemies turn, you click on your unit that is being attacked. You will see that your unit starts off the enemy's turn with a fresh load of 100% movement points. As they fire defensive fire, you will note that their movement points reduce accordingly. This is during your opponent's turn, mind you. So your units are limited to the number of shots on your opponent's turn that they could conceivably take during your turn.

The only difference is that on your turn you tell them if, when, and against whom to fire. During your opponent's turn, you have no control over this.

But, no, a unit will never, ever have the chance to fire more than three times on any given opposition turn (two for artillery units).

Hey David...thanks, good ideas. That's a good way to actually watch it happen.
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