The unit still starts checking whether it can attack from where it is with BAI-attack-checks.
All I've got from this night mission is just 3 arcing electric shots from Gillmans. Other guys were running around, making them easy targets.
But I'm thinking of changing the highest aggressiveness
Should be 3, IMO. They all flew out of the cover towards my troops. But the distance was too high for a LoS contact.
Also, I killed like 40% of them before they actually started bothering take cover.
This mission was quite dissatisfying in terms of a challenge.
Maybe, morale shifts should be changed to 100 -> 90 -> 80 -> 60?
Also, does Brutal OXCE count overall mediocre morale or each unit's morale, hence each unit has different strategy?
I want to suggest the
"Sea Battle" mechanics prior to introduction of this giant HQ assault mission.
It is aimed to achieve win condition when player nulls units TU's after each turn.
- the overall conditions are "no enemy unit is seen", condition: night
- there is definitely viable trajectory to shoot to, where enemy unit has high chance to be located.
- SB is enabled on second turn.
- then, split into: half are spotters, half are playing SB
- units to use this are, preferably, covered by darkness or away.
- each shot goes in a line, not towards the bottom of the tile
- each shot "checks" multiple tiles in a line
- if reaction fire follows, then BAI works as usual on player units reaction-fires.
Then if SB hits enemy, there are multiple targets revealed. If not, only reaction-fired units are spotted.
- but the most delicious part is hitting enemy, when no reaction shots follows. This enemy is then marked as "spotted" for this turn and is visible for every BAI unit on battlefield, or to some % of BAI units
- then if unit is killed - reenable sea battle. Next turn every "spotted" enemy unit disappears.
- too much grenading may shift the balance even more, but it's up to player - how he gets into the battle: prepared or not.
IMO, this will enhance the power of AI, as it performs best at offense, rather than in defense.
Other question is how AI spots the hit, far away in darkness: player can see AI units flashing red slightly or brightly. But, as I may understand, AI knows the map entirely, thus can calculate whether there should be obstacle, or not. The new obstacle is player unit, obviously.
Also, the save which involves Gillmen is below. It's Ironman, so you probably want to run guys out of Osprey and toss flares around? Kill few close enemies and wait for gillmen to make shots.
Beware of one green guy in the north building. Although, he couldn't have seen units near the osprey's exit anyhow (arching shot flew there).
Options are also there:
P.S. I just imagined that "Bullet Scanner" name fits quite better than SB.
Also, some players would scream "what kind of BS just happened"