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 Post subject: Extreme FOW
PostPosted: Fri May 10, 2019 4:49 am 
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Joined: Sun Dec 23, 2007 8:46 am
Posts: 75
Location: United Kingdom
Gentlemen,
Is there anywhere you can read about the new Extreme FOW effects?
Two things I have found so far from playing is that the second player does not get to know the value of objectives(as discussed elsewhere).
Also I have noticed that while conducting movement during "dawn", units accrue fatigue.
Can anyone add any other effects of extreme fow?
Many thanks
Andy taylor


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 Post subject: Re: Extreme FOW
PostPosted: Fri May 10, 2019 5:48 pm 
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Joined: Tue Nov 11, 2003 9:52 am
Posts: 1068
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Hi,

Here's what it says under changes:

Added the Extreme Fog of War optional rule. When Extreme Fog of War
is in effect, the Visibility highlight only displays from friendly
occupied hexes. Also, for enemy units in obscuring terrain
(e.g., Forest), enemy force counts will only display as XXX
instead of, for example, 3XX.

That fatigue thing on the first dusk turn predates extreme fog of war. I think it involves an attempt to remedy units suffering morale penalties after combat on the last dusk turn, but I'm not sure.

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 Post subject: Re: Extreme FOW
PostPosted: Thu Jun 20, 2019 9:53 pm 
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Joined: Mon Apr 14, 2014 3:24 pm
Posts: 750
Location: Terra
Wonder what is counting as obscuring terrain, currently I see units in a field and also have XXX instead of, for example, 3XX.

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 Post subject: Re: Extreme FOW
PostPosted: Fri Jun 21, 2019 5:43 pm 
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C. Hecht wrote:
Wonder what is counting as obscuring terrain, currently I see units in a field and also have XXX instead of, for example, 3XX.


Town hexes as well.

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 Post subject: Re: Extreme FOW
PostPosted: Sat Jun 22, 2019 9:27 am 
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Joined: Wed Jan 29, 2014 7:21 am
Posts: 107
Location: metro Chicago, IL, USA
XXX unit strength is displayed whenever opposing units are in obstructed or entrenched hexes. Any hex that is not a ClearHex is considered obstructed. "obstructed" also takes into account visibility, which depends on spotting. (And although not accounted for explicitly, don't forget the impact of battlefield gun smoke.)

Can the combination of all of these factors be effectively extreme? Yes. But Extreme Fog of War is, well, exactly that: extreme (and some would suggest extremely realistic).

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 Post subject: Re: Extreme FOW
PostPosted: Sun Jun 23, 2019 12:14 am 
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Berto wrote:

Can the combination of all of these factors be effectively extreme? Yes. But Extreme Fog of War is, well, exactly that: extreme (and some would suggest extremely realistic).


Right on the mark.

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 Post subject: Re: Extreme FOW
PostPosted: Tue Jul 02, 2019 9:54 pm 
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Joined: Mon Apr 14, 2014 3:24 pm
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Location: Terra
Berto wrote:
XXX unit strength is displayed whenever opposing units are in obstructed or entrenched hexes. Any hex that is not a ClearHex is considered obstructed. "obstructed" also takes into account visibility, which depends on spotting. (And although not accounted for explicitly, don't forget the impact of battlefield gun smoke.)

Can the combination of all of these factors be effectively extreme? Yes. But Extreme Fog of War is, well, exactly that: extreme (and some would suggest extremely realistic).


Thanks for the explanation.
Just on 2 occasions this seems a bit strange, on marsh & field hexes. Both terrains types disguise the true strength of a unit but at the same time do not impact visibility at all and that is contradictory. If a field is so high/dense that it's impossible to see if you got 100 or 600 men in front of you you would expect not to be able to see miles through such a field, same counts for marsh terrain with the later even worse as it usually is used to depict swamp that is often more or less heavily populated by trees.

But the problem does not seem to be the EFOW but the PDT values. The current standard PDT gives field & marsh terrain 0 feet height, maybe it could be considered to raise these to match at least the value given for men of 6ft. I guess that would block view and covering effect we see in EFOW of a unit would make more sense that way.

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