So as long as I only target the same hex, it will be a constant barrage, but Its the redirecting that takes time?
Are there any mods that implements height numbers on hexes so i dont need to hoover over each hex? And the number of men would have also been nice to see.
I guess FO have a good camo value and can hide easily?
Unit data is also a bit confusing. I dont understand penetration values. They are writtten like "x : y" for instance 1:4.
Select a unit and hit space bar and you can see information about that unit. One important value is Size: larger number = bigger and easier to be spotted by the enemy.
So for example, my conscripts division: one rifle section has 13 men, and the size is 2. But the PTRD anti-tank rifle team (of just 2 men) has a size of 0, meaning it's harder to spot for enemy. A KV-II tank has a size of 6, even blind Germans can't miss it. FO teams have a size of 0, meaning they are very hard to spot.
Here are some other tips, looking at this picture of Musti's T-34/57:
Anything in
lime green writing can be rewritten. That's why I can add Musti's name instead of some default Russian name like Yashin. You can also rename vehicles and infantry, so I could rename
T-34/57 M1941 to something else if I wanted to, like
T-34-57 or
T-34 ZiS-4 or
Lucy or whatever. This can be useful but it's not really something you need to worry about if you don't want to. I generally don't bother, because if the unit you rename is destroyed, when you fix or change it, it goes back to the default name, and you would be forever renaming things after each battle. But it's useful for scenario designers like TS4Ever.
You can click on a weapon (in yellow) and disable it if you want to, and there are times you will. One technique is to disable weapons for scout teams, snipers, AOP teams so they do not fire on their own and bring attention to themselves, although this does leave them defenseless if you aren't careful. Personally I find it smarter to simply set their range to 1 or 2 hexes, so they only fire if the enemy is close by.
Speed 18:0 - the number on the left means the amount of hexes a unit can move in one turn over land. The number on the right is number of hexes it can move in water (if 0, it cannot drive in water deeper than -1). Cavalry and amphib tanks will have numbers there as will some others, it's a light blue color on the right for those units.
Men: # of soldiers in the unit or crew
Radio: 1 means the unit has a radio, 0 means it doesn't
Most of those values are self-explanatory. Carry capacity 13 means it can carry 13 men and so on.
If you hit Information you get this:
ACC is Accuracy, the higher the number the better. 18 is great, 4 is not.
KILL is the maximum number of enemy soldiers one shell can kill in a single shot. 3 is very bad, but the 152mm M-10T on the KV-II has a value of 25, very great!
PEN has two numbers: on the left is HE, on the right is AP. So for this T-34 a HE shell will sometimes go through up to 2 thickness armor, and AP will go through 11 on point-blank range.
HEAT and
APCR numbers mean the amount of armor those shells will go through.
The gun has 50 hexes of range, and the warhead size is 3. The only other important number on this page is Survivability. A higher number is best and means it's more likely your crew can bail and live.
For this tank it's 3, not great but not terrible. On our Valentine II tanks, it's 4, which is better. OT-133 flame tank has a survivability of 2, which is bad. But remember, it's only a reference. A lot depends on what kind of weapon takes out your tank, and strange things happen: I've seen Panzer IIs get nailed with 76.2mm shells and all crew members bail out and live, and I've seen a tank like the KV-1 which has great survivability get hit with 50mm APCR rounds and lose the whole crew.
One note on armor values: you can roughly equate the armor thickness if you just add a 0 to the end of the number. If your tank has a front hull armor value of 8, it's for all intents and purposes 80mm, even if in real life it might have been 78mm or 82mm or whatever.