markshot Posted December 1, 2019 Share Posted December 1, 2019 How does stacking the above work (for infantry)? Pop Smoke, then wait 30 seconds or Wait 30 seconds, pop smoke --- I want the former. If that is not the default, then how do I get that? Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted December 1, 2019 Share Posted December 1, 2019 2 hours ago, markshot said: Pop Smoke, then wait 30 seconds I believe this is what I have observed as default. If you want to play the other, pause 30, then move a short distance and pop smoke at the end of movement. Michael 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 1, 2019 Share Posted December 1, 2019 Yep, what he said. I'll just add there is a lot of variability in how long it takes for infantry to pop smoke. I typically make that the only thing they do in a turn just in case they decided to take longer than my pause. 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted December 1, 2019 Share Posted December 1, 2019 Playing WEGO. For me it is have one unit pop smoke whilst their mates are staying put. They then take advantage of the smoke the next turn. Trying to time it with pauses, can end badly. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted December 1, 2019 Share Posted December 1, 2019 1 hour ago, IanL said: I'll just add there is a lot of variability in how long it takes for infantry to pop smoke. That's worth remembering. I always like to give the smoke a turn or two to develop before I start my next move anyway. Tip: Check Conditions to see which way the wind is blowing and how strongly. A strong wind or blowing from the wrong direction can really mess up your plan. Michael 2 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted December 1, 2019 Share Posted December 1, 2019 (edited) 6 hours ago, markshot said: How does stacking the above work (for infantry)? The below is my infantry drill for Pop Smoke which I think pretty much contains what everyone else above said: 1. Check wind direction & strength1. 2. Position throwing team so the 20 meter thrown grenade lands where needed. 3. On the turn of the throw don't move the unit popping the smoke (Team “A”). 4. Give team “A” a Face command in the direction you want the smoke thrown. 5. With team “A” still selected, choose the Pop Smoke command. 6. Next turn, Fast the moving team across area (If Quick they may stop to shoot). Notes: Smoke grenades, thrown by one team, can reliably obscure up to 3 A/S (24 meters). Smoke (not HE) hand grenades are automatically thrown 20 meters by the AI (three action spots). 1) Wind strength not more than medium. Edited December 1, 2019 by MOS:96B2P 1 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted December 1, 2019 Share Posted December 1, 2019 (edited) 9 hours ago, markshot said: How does stacking the above work (for infantry)? Pop Smoke, then wait 30 seconds or Wait 30 seconds, pop smoke To the best of my knowledge, the wait command only delays affects movement commands. It doesn't delay firing commands, facing commands, or smoke commands. So 'face + smoke + 30sec wait' will change facing first, then pop smoke, as soon as the squad is finished changing facing. Meanwhile, the timer ticks down. In total, they will wait 30 seconds, then move to next waypoint, if they have one, no matter if they managed to throw the smoke grenade or not. Edited December 1, 2019 by Bulletpoint 1 Quote Link to comment Share on other sites More sharing options...
markshot Posted December 2, 2019 Author Share Posted December 2, 2019 6 hours ago, Bulletpoint said: To the best of my knowledge, the wait command only delays affects movement commands. It doesn't delay firing commands, facing commands, or smoke commands. So 'face + smoke + 30sec wait' will change facing first, then pop smoke, as soon as the squad is finished changing facing. Meanwhile, the timer ticks down. In total, they will wait 30 seconds, then move to next waypoint, if they have one, no matter if they managed to throw the smoke grenade or not. Yes, that is what I observed. So, it is safest to plot moves for the next turn. As they say, "Die and Learn". 1 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted December 2, 2019 Share Posted December 2, 2019 6 hours ago, markshot said: Yes, that is what I observed. So, it is safest to plot moves for the next turn. As they say, "Die and Learn". What kills you only makes you stronger 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 2, 2019 Share Posted December 2, 2019 20 hours ago, Michael Emrys said: Tip: Check Conditions to see which way the wind is blowing and how strongly. A strong wind or blowing from the wrong direction can really mess up your plan. Oh yes that is a good point. Looks like @MOS:96B2P has the definitive recipe. 1 Quote Link to comment Share on other sites More sharing options...
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