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Large shell craters eliminate anti-tank gun los?


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I tried several different searches, so either I can't get the right search terms or it hasn't come up. In a quick battle with a human opponent we have a very battered city landscape. LOS is great in any straight line, so I put some anti-tank guns in large arty shell craters during setup. I checked all the LOS's from the guns, and everything was fine.

However, on my first turn after setup, the same guns, just where I placed them with fine LOS's, now have LOS's of 5-6 meters at most. Has this happened before? If so, is it a bug, or is there a gameplay explanation? I've never had an LOS change so dramatically from what showed at setup.

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Womble you are exactly right. Any fortification you so carefully place on the map settles down about half a level destroying your carefully thought out line of sights. Affects all fortifications and craters.

Honestly I don't see how/why this problem still exists in version 3.0 of the engine...

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You can start to walk a gun forward to the next tile. Then halt it immediately and give a facing when you think they have reached the minimal zenith of LOS. This works especially well for berms as well when you want a hull down effect with longer range for your paks. Not ideal, but it is possible to achieve with craters too is what I am saying.

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You can start to walk a gun forward to the next tile. Then halt it immediately and give a facing when you think they have reached the minimal zenith of LOS. This works especially well for berms as well when you want a hull down effect with longer range for your paks. Not ideal, but it is possible to achieve with craters too is what I am saying.

The downside to this method is it negates the unmoved gun concealment bonus...

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