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Panzer (second edition)» Forums » Strategy

Subject: Base game hex 3314 – Consider LoS carefully rss

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Martin Hogan
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This is not so much strategy as it is a tactical observation:
Carefully consider moving units into the northwest corner of the village in the southeast corner of the basic game map, hex 3314. It has a couple of marginally blocked lines-of-sight to/from a couple of key hexes!

Looking southwest to rough terrain:


Looking northwest to level 2 hill:


Both lines-of-sight are blocked and thus no overwatch fire was possible for the T-34. On the other hand, it'll be safe (just) when the Pz IVs open up next turn again.
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Rugs Clash
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Well spotted and nicely illustrated. A heads-up for the not so steady on the hand with the thread. Vassal is good at exposing such situations. The last one is blocked by blind hexes if I calculated correctly.
 
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Steve Duke
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I have to say that I don't care for these line of sight rules about the LOS being blocked even if it doesn't pass through the terrain in the hex.

It would seem we went to a lot of trouble for point to point maps to be able to get those 'keyhole' shots that happen in real tank battles.

Oh well.
 
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Ethan McKinney
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Of course, the VASSAL "thread" isn't precisely centerpoint-to-centerpoint ...
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Russ Williams
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sduke wrote:
I have to say that I don't care for these line of sight rules about the LOS being blocked even if it doesn't pass through the terrain in the hex.

But it does have the advantage of eliminating ambiguous cases of "is the LOS touching that tree or not?" etc... If LOS is purely hex-based, then it's simple geometry with no such worries about the exact printing on the map.
 
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Jim Day
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That's exactly the intent of the design. It eliminates ALL ambiguous terrain elements when spotting.
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Martin Hogan
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sduke wrote:

It would seem we went to a lot of trouble for point to point maps to be able to get those 'keyhole' shots that happen in real tank battles.

Duke,

I know what you are talking about. You could argue that by using the precision mandated in the rules, the situations for keyhole shots are actually created on the board, rather than eliminated.
There will be lines-of-sight that just clear the corner of a blocking terrain feature – comparable to those in my example that are just blocked.
 
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