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Posted (edited)

Below are the results of some experimenting with Unit Spot Objectives.  The experimenting was done in CMBS v2.1 Engine 4. Hot seat.  CM Engine Manual v4.0 page 88. 

Observations: 

Individual troops within a team are counted for spot VPs.

When dismounted a driver is counted separately from a vehicle for spot VPs.  

The editor will allow you to assign fortifications as unit objectives however fortifications will not be counted as unit spot objectives in the game. 

Units that are spot objectives are not required to use exit zones but they may. 

A unit cannot be both a spot objective and a destroy objective however you can have a mix of spot and destroy unit objectives in the same scenario.

When a side (RedFor or BluFor) has an exit zone all units that are destroy/destroy all objectives, that belong to that side, must exit or they earn points for the OpFor. 

Tentative contacts do not count as "spotted" for a spot unit objective.  Only confirmed contacts count.  

EDIT TO ADD:  The player will not be notified in game that he spotted a spot unit objective.  The AAR screen is the only place where the results of a spot unit objective will be found.  

EDIT TO ADD: Another useful link. 

http://community.battlefront.com/topic/121775-cmrt-campaign-kampfgruppe-von-schroif/?do=findComment&comment=1727393

 

1st Test Description: Ten Igla S teams (one troop each) were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  None of the RedFor Igla teams exited.  Four of the teams were spotted by a BluFor scout team.  Cease fire was hit.

 

Results: BluFor earned 40 points.

2nd Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  Four of the RedFor Igla teams exited.  Six of the teams were spotted by a BluFor scout team.  Cease fire was hit.

Results: BluFor earned 60 points.

3rd Test Description:  Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total.  A RedFor exit was available.  None of the RedFor Igla teams or trucks exited.  The three trucks and two of the Igla teams were spotted by a BluFor scout team.  Cease fire was hit.

Result:  BluFor earned 20 points for the Igla teams and 20 points for the trucks.   

4th Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total.  A RedFor exit was available.  None of the RedFor Igla teams or trucks exited.  Two trucks and five Igla teams were spotted by a BluFor scout team.  Cease fire was hit.

Result: BluFor earned 50 points for the Igla teams and 13 points for the trucks.

5th Test Description: Seven Igla S teams and one 3 man scout team were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  None of the RedFor teams exited.  One Igla team and all three troops of the scout team were spotted by a BluFor scout team.  Cease fire was hit.

Result: BluFor earned 40 points for the Igla / scout team.

6th Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. After driving the truck into view of BluFor the truck driver dismounted. None of the RedFor teams exited.  The truck and truck driver were spotted by a BluFor scout team.  Cease fire was hit.

Result: BluFor earned 6 points for the truck.

7th  Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. A dismounted truck driver walked into view of BluFor.  None of the RedFor trucks/teams exited.  The truck driver was spotted by a BluFor scout team.  Cease fire was hit.

Result: BluFor earned 3 points.

8th Test Description: RedFor foxholes were made spot objectives [U3] worth 20 points total. The foxholes were spotted & physically occupied by a BluFor scout team.  Cease fire was hit.

Results: BluFor earned 0 points.  Unit Objective “Foxholes” [U3] was not displayed on the AAR screen.

EDIT to add another test.

9th Test Description: One Igla-S team was made a spot objective [U7] worth 100 points total. A RedFor exit was available. The RedFor Igla team did not exit.  A BluFor scout team received a tentative contact for the Igla team.  Cease fire was hit.

Result: BluFor earned 0 points.

 

Edited by MOS:96B2P

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Fascinating stuff.  A lot of potential here for some creative uses... I can see a scenario with two main components, a scout component where the goal is to identify enemy units and formations... and then a combat component where you are tasked with destroying the enemy force.  It would be fun to have a different player take each role, though the boundary between the two could be blurred as it often is in reality.

You do the most interesting research.  B)

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33 minutes ago, Bil Hardenberger said:

Fascinating stuff.  A lot of potential here for some creative uses... I can see a scenario with two main components, a scout component where the goal is to identify enemy units and formations... and then a combat component where you are tasked with destroying the enemy force. 

A possibility with this idea would be to set the HQ units as the spot objectives and the rest of the formation as the destroy objectives. The higher up the command chain, the more value for spotting, ie: 50 points for platoon HQ's, 150 for Company HQ's and 300 for the Battalion HQ.

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Nice test/explination of the spotting feature...

When one sees it like this...the scoring actually makes perfect sence...It's working ! :)

Like Bil mentioned...many cool things could be done using the spotting feature i belive...I guess it has been somewhat neglected previously in scenario designing...

The 'reinforcement trick' mentioned some time ago is one of them...Hopefully we will see others in future scenarios...

 

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1 hour ago, Bil Hardenberger said:

Fascinating stuff.  I can see a scenario with two main components, a scout component where the goal is to identify enemy units and formations... and then a combat component where you are tasked with destroying the enemy force.

This is an interesting idea for a two component scenario.  Maybe even a short branching campaign.  :) 

19 minutes ago, Heirloom_Tomato said:

A possibility with this idea would be to set the HQ units as the spot objectives and the rest of the formation as the destroy objectives. The higher up the command chain, the more value for spotting, ie: 50 points for platoon HQ's, 150 for Company HQ's and 300 for the Battalion HQ.

Lots of cool stuff in the editor.  Just takes time to figure it out. :)

14 minutes ago, RepsolCBR said:

The 'reinforcement trick' mentioned some time ago is one of them...Hopefully we will see others in future scenarios...

Yes.  Thank you for reminding me of this. I should post a link for that thread.  @George MC use of the spot unit objective to cost the player more VP points for more units committed to the fight was a brilliant idea.  :)

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