Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Copernicus713 Oct 29, 2021 @ 7:16pm
Recon-Scout Vehicles Abilities Question
The officer has the ability to see through his binoculars enemy positions from afar. Do recon-scout vehicles have similar abilities? Like being able to see farder away than regular vehicles.
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Recon vehicles have a extended viewing range and especialy a wider FOV. Its a good unit to approach an enemy checkpoint, get an overview and call in the officer. Because unlike officers they cant spot hidden units. So they are vulnerable to ambushes in areas with a lot of vegetation.
Saxhorn Jul 7, 2023 @ 6:00am 
Depends on the particular vehicle as FoV seems to be dependent on the number of crew it has and if it is open top or not.

Some vehicles are better than others.

See the shared screenshot of the basic German scout vehicles available in Conquest.

https://steamcommunity.com/sharedfiles/filedetails/?id=3000473020

Kfz13 is west - 2 crew open top. Two arcs but no 360 degree circle as no commander?

Ktz 222 Centre - 3 crew - open top - best field of view

Kfz 221 - bottom west - 2 crew - open top - seems to have two arcs for the gunner
but at different distances and get the 360 degree circle despite not having a commander.

Kfz 231 - East 4 crew - enclosed turret.

A "commander" seems to give a turreted vehicle the centre FoV "ring" with visibility out to 30m in 360 degrees directions.

The arc at the front is the driver and appears to be the same on all vehicles.

The gunner is the one with the narrowest but longest arc.

Recon soldiers and vehicles appear to get an extra 25m distance to the range they can see but I'm not sure it applies to all arcs.

The 8 wheel Sd Kfz 231 in the first German campaign mission can see out to about 55m in all directions so it looks like the commander gets the 25m bonus at least on that particular vehicle.
Last edited by Saxhorn; Jul 7, 2023 @ 6:23am
Originally posted by Saxhorn:
Depends on the particular vehicle as FoV seems to be dependent on the number of crew it has and if it is open top or not.

Some vehicles are better than others.

See the shared screenshot of the basic German scout vehicles available in Conquest.

https://steamcommunity.com/sharedfiles/filedetails/?id=3000473020

Kfz13 is west - 2 crew open top. Two arcs but no 360 degree circle as no commander?

Ktz 222 Centre - 3 crew - open top - best field of view

Kfz 221 - bottom west - 2 crew - open top - seems to have two arcs for the gunner
but at different distances and get the 360 degree circle despite not having a commander.

Kfz 231 - East 4 crew - enclosed turret.

A "commander" seems to give a turreted vehicle the centre FoV "ring" with visibility out to 30m in 360 degrees directions.

The arc at the front is the driver and appears to be the same on all vehicles.

The gunner is the one with the narrowest but longest arc.

Recon soldiers and vehicles appear to get an extra 25m distance to the range they can see but I'm not sure it applies to all arcs.

The 8 wheel Sd Kfz 231 in the first German campaign mission can see out to about 55m in all directions so it looks like the commander gets the 25m bonus at least on that particular vehicle.
:Cadet_hoi::Cadet_hoi::Cadet_hoi::Cadet_hoi::Cadet_hoi:
:honor::honor::honor::honor::honor:
I prefer the Sdkfz 221, because you get the most bang for the buck. Mixed with a SPAA, the 360° turret makes it perfect to defend an AT gun against infantry. In dynamic campagne you get it for 4CP and you can mount a MG42 on it.
Saxhorn Jul 7, 2023 @ 7:42am 
For Conquest the 4 CP cost seems a bit too cheap in my opinion especially given the Kfz13 costs 8 CP and is pretty damn near useless
BUT
I hate those weird odd CP number units as they never fit in the call ins so 5 CP means 1 unused CP somewhere
AND
6 CP seems a bit too expensive for a light vehicle (with only a MG) that is meant to be used for scouting and therefore is probably best described as disposable.

Maybe 6 CP with a lowered MP price?

The 222 uses 8 CP but it has the 20mm and three crew.

I would use a Sdkfz 250/1 to tow AT guns around but it uses a huge 8 CP for an open top MG armed half track with two crew.

There are a few units with costs (MP, CP or RP) that I just don't understand.

To get the basic Opel Truck you need to have researched the Rifle Squad for 2 RP and spend 2 RP for the truck. You do get the motorised rifle squad for 0 RP but it's a large squad (high CP and MP costs) and by the time you have the RP to research them you want higher tier troops than tier 2.

The Sdkfz 10 half track is a bargain at 1 RP, 4 CP, 35 MP and can tow just about everything.
Copernicus713 Jul 18, 2023 @ 6:14pm 
Well, that is very useful information for new players. Thank gentlemen.
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Date Posted: Oct 29, 2021 @ 7:16pm
Posts: 6