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Does it make a difference if you have extra movement points when it comes to the enemy's turn? For example, does opportunity fire and/or defensive fire receive a boost if you end your turn with additional movement points?
No, that would be cool though. Currently, defensive fire is unlimited. The MPs are renewed after end turn is pressed and the program does a 1/3rd reduction for the remote controlled side's defensive fires. Would be cool if only half the remote controlled sides MPs were added to the remaining MPs after end turn. Then decrease the hex*str fire limitation to further negate exploiting the drawing of opportunity fire.
In that case, it sounds like there is no reason to not fire all of my units who are able to on any given turn? Unless I want my units to remain hidden or prevent opportunity fire from the enemy?
There are multiple reason not to fire, even though you should fire as much as possible if no valid reason exists not to.

Good reasons to hold fire are:

* You are expected to incur more losses than you inflict
* You cannot afford your units potentially going low ammo next round (if your opponent will force defensive fires anyway this becomes moot (I think))
* You do not want to reveal strength/weakness of your unit
* On the defense, if all adjacent opponents are disrupted already, there is diminished value to firing as you are giving extra opportunities to disrupt you, especially if your unit will at max inflict low casualties
(10-18-2018, 04:00 AM)The KrijnMinister Wrote: [ -> ]There are multiple reason not to fire, even though you should fire as much as possible if no valid reason exists not to.

Good reasons to hold fire are:

* You are expected to incur more losses than you inflict
* You cannot afford your units potentially going low ammo next round (if your opponent will force defensive fires anyway this becomes moot (I think))
* You do not want to reveal strength/weakness of your unit
* On the defense, if all adjacent opponents are disrupted already, there is diminished value to firing as you are giving extra opportunities to disrupt you, especially if your unit will at max inflict low casualties

Thank you! This is good information!
(10-18-2018, 04:00 AM)The KrijnMinister Wrote: [ -> ]There are multiple reason not to fire, even though you should fire as much as possible if no valid reason exists not to.

Good reasons to hold fire are:

* You are expected to incur more losses than you inflict
* You cannot afford your units potentially going low ammo next round (if your opponent will force defensive fires anyway this becomes moot (I think))
* You do not want to reveal strength/weakness of your unit
* On the defense, if all adjacent opponents are disrupted already, there is diminished value to firing as you are giving extra opportunities to disrupt you, especially if your unit will at max inflict low casualties

Hello:
Interested in the bold part and want to make sure I understand. If you do fire, it seems to me, that they can have multiple units fire back at you - there is no such a thing as an enemy being able to fire one time or such. So if you stay quiet you do not get fired on?
Or is this only when it is your turn? I appreciate any help as I may not be remembering this correctly.
On the enemies turn he can fire on you, its up to him.

On the defense its mostly important to not get assaulted, if the enemy is already disrupted he cant. If your units are not disrupted its not worth the risk to get disrupted in your turn as well.
(10-20-2018, 07:03 PM)KAreil Wrote: [ -> ]On the enemies turn he can fire on you, its up to him.

On the defense its mostly important to not get assaulted, if the enemy is already disrupted he cant. If your units are not disrupted its not worth the risk to get disrupted in your turn as well.

So I am right that if I fire on the defensive side (I mean it's his turn) he will fire back. But if I don't fire, he doesn't get those extra shots?
(10-21-2018, 12:36 AM)GerryM Wrote: [ -> ]
(10-20-2018, 07:03 PM)KAreil Wrote: [ -> ]On the enemies turn he can fire on you, its up to him.

On the defense its mostly important to not get assaulted, if the enemy is already disrupted he cant. If your units are not disrupted its not worth the risk to get disrupted in your turn as well.

So I am right that if I fire on the defensive side (I mean it's his turn) he will fire back. But if I don't fire, he doesn't get those extra shots?

No. The point is that on your turn; if you fire with an undisrupted unit on disrupted units, you are providing additional opportunity to disrupt your unit, because of the opportunity fire by adjacent units and arty.

Now, keep in mind that this is just a consideration; deciding when not to fire is a bit of an art; it's all about expected value, just like in any action involving chance. But, simply firing with everything you have in every circumstance is definitely not optimal.

EDIT: To take away any confusion, everything I said is only about decisions made on YOUR turn. You do not control what happens on the enemy turn.
Thanks for the replies.