Action Phase

From SBWiki
Revision as of 17:44, 20 May 2009 by Mogwa (talk | contribs)
Jump to navigation Jump to search

The action phase is essentially the execution phase of the mission. It is where the action plays out and the battle is fought. Through the use of real world tactics the user(s) attempt(s) to gain an advantage and administer a crushing defeat on the enemy.

The action phase beings once the Start button (at the top right corner of the screen) is clicked in the planning phase. The mission clock will count down until the scenario begins and then the action will unfold. During the action phase, the user can occupy the gunner's, commander's, driver's or observer's position in any vehicle that the player owns. Some crew positions may not be accessible because they are not currently modeled or because access to these positions has been restricted by the mission designer. Wherever no human crew member is present, the simulation will substitute a computer controlled crew member.

During the action phase, the user can check the position of the units and issue orders to any player-owned units from the map screen. (This assumes that the map screen and map updates have been enabled by the mission designer.) The locations of units are updated on the map only after a friendly unit has sent a report. If radio contact is lost, reports cannot be sent or received. Enemy units are shown only if a friendly unit has detected the enemy and has sent a report; the position will disappear after a few minutes if contact is lost. Since reports from friendly units in other companies and battalions are delayed, the detected unit might not be shown (or updated) until some time after the enemy has actually been detected by those units.

Actions In The Map

In the action phase assuming that the map is not disabled one can derive a large amount of use from it. This section will attempt to describe and explain a few of these uses.

One of the major actions is the setting of waypoints and BP markers. To set one down just right click on the map and go down to new waypoint and left click on it. From there you can right click on the waypoint again set routes or tactic options.

To set a route just left click on the route that you want and then left click on the area of the map that you want it to go. If you press shift while doing this you can have turns along that route.

To set a tactic option do the same as before, but it will set a little line with two 90 degree turns at the ends of it. The turns point away from where the tank would face. If you click on one end of the bar you can drag it around to where you want it facing at. You will also notice a ball that may be filled in or hollow at the center of a "V" extending from the center of the bar. This ball just indicates if you have a LOS to that point. If can move that around as you please just as you would with the bar itself. It also moves the bar's attitude so you can use that as a secondary way to move it about. The "V" is extent of the unit's scanning zone. You can widen or shorten this as you desire in the same fashion as movements of the battle bar. Just click and hold on one end of the "V" while you move it. You can also move the actual position of the bar via clicking and holding on the center of it. Users can also call for artillery strikes via the map. This is done by right clicking on the map, going to new arty call and selecting the type of munition desired. This will open up a dialog box that selects the size and azimuth of the mission. The azimuth is specified in mils. There are 6400 mils in a circle. The primary directions are 0 mils for North, 1600 mils for East, 3200 mils for South, and 4800 mils for West. The number of artillery pieces, called tubes, used in the mission may be specified. In most instances, the number of tubes should be consistant with the number of tubes per battery. There is a delay after a mission is fired to simulate the artillery battery moving after the mission to avoid counterbattery fire from the enemy.

Maneuver

Users will conduct movement across the map utilizing routes, waypoints, or manual movement and through the use of land navigation Some mission have map updates disabled, which require careful attention by the player to avoid units becoming disoriented.

. . .


When moving to an area through potentially hostile terrain it is generally best to move "like water flows" by staying in the lowest ground available. This tactic keeps concealed by terrain. When having to cross over a ridge line avoid crossing the highest point if possible. This is due to the same logic as before. Instead find a "saddle" or low point between two high points. This is the ideal location to move through.

When looking for a good battle position, there are several factors to consider. A good position provides a good field of fire, has good protection to the front and possibly the sides. A good position also has a covered and concealed route, usually to the rear, to leave the position when required.

When deploying to an area where the approach may be covered by the enemy it would be best to cover your own advance with artillery. If arty falls on an enemy BP they are more likely to seek cover than attempt to continue to scan for you and your friends. As such you can advance to a position relatively un-detected and un-engaged. It can serve a secondary objective of masking your engine sounds. Thus reducing the enemy knowledge of your actions.

When in a BP you may want to consider turning your engine off.