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Hat Trick

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Posts posted by Hat Trick

  1. Originally posted by Other Means (snipped):

    The main thing that stops me playing games is the setup. There are countless ones I've started and abandoned (sorry Elmar), therefore;

    [4]Default layout of own troops done by the AI - this would at least give you a start point if everyone was in a reasonable formation

    Yes, yes, yes! Big battles are a huge pain to get started, and for new players this can be a real turn off. Even though the AI set up is not perfect, is would be a great improvement to have that as a base line from which create my own set up.

  2. New:

    1. Multi-player – per side, of course.

    2. Campaign mode – or some incentive for players not to fight to the last man/vehicle

    3. Improved command – some use of HQs above platoon level in their historical role, not just as alternative commanders of squads

    4. Re-manning (and capturing) support weapons

    5. Terrain fog of war – areas of map “blacked out” until seen, with option for scenario editor to include overlay maps

    Keep:

    1. Asynchronous play – pbem or some other method wherein a single player can “send” a turn without the other player(s) being online.

    2. Simple user interface

    3. Wego

    4. Graphics – okay, they can be improved, but this is not a priority for me

    5. To be determined at a future date

  3. Originally posted by redwolf:

    It just occured to me that there is a workaround against this CMBB 1.03 bug. The bug is that if you have fortifications worth 120 points then the attackers starts out with 120 kill points.

    You can use the Axis bonus that you can give in the second screen of the scenario editor parameters selection.

    If Axis is defender and has 100 points of fortifications, then you give an Axis bonus of +100 points.

    If Allies is defender, then you give an Axis bonus of -100 points.

    Note however that doing this plays with the balance between flags and knockout points. But only in the case that Axis defends. In the Allied defender case the error just goes away. In teh Axis defender case both sides gain points to start from, so you should place additional flags worth exactly as much as the two times the fortifications value (or in other words, worth as much as fortifications and the bonus you gave together).

    Hmm, isn't gameplay still (adversely) affected? If I'm the attacker, I still have no incentive to knockout fortifications, rather than bypass them, if possible. If it is not possible to bypass the fortifications, as the attacker I get no "credit" for taking them out, as all of my "credit" for taking them out has now been offset by the bonus set by the editor. Doesn't this solution simply shift the penalty from the owner of the fortifications to the side without fortifications?
  4. In real life, I assume, it always made sense for a tank to be hull down (or at least it never hurt). After all, if an enemy gunner could improve his chances of a kill by adjusting his aimpoint to be centered on the turret, the enemy gunner would do so even if the tank was not hull down. Therefore, a hull down tank should never have an overall higher probability of being knocked out than a fully exposed tank. Or am I missing something?

  5. Originally posted by JonS:

    No comment from anyone about my 'seek-hull-down' command for infantry suggestion (perhaps 'seek-LOS' would be a better name for it)?

    Reagrds

    JonS

    I would certainly like a feature like this. I also think that it would solve SandDigger's issue without giving the player unrealistic control over his units.

    It is realistic for a commander to give an order to soldiers to keep moving until they see some particular thing or location, and then to move no further. Under the current system, however, a player can see the entire map from the start, which when combined with this new "seek line of sight" order might give the player control a bit greater than he would have in real life. Thus, this new order would be especially apporopriate in conjuction with a system that "blacks out" those areas of the map that the player has not yet seen (in those scenarios where the player is assumed not to have covered the terrain previously).

    Of course, if parts of the map are blacked out, the player should (at least in some situations) have some sort of "map" tool that gives some him a general lay of the land. Just goes to show that even small changes can lead to imbalances that should be rectified by other changes, which in turn lead to yet more imbalances and changes. Still, I think that the addition of just a "seek line of sight" order would be net addition to realism and player enjoyment, even if no other changes are made.

  6. Originally posted by redwolf:

    </font><blockquote>quote:</font><hr />Originally posted by Hat Trick:

    Snipped:

    1. Reduce the price by lowering the number of shells per FO. Unfortunately, fewer shells is ahistorical.

    2. Lower the base price of American artillery without changing the number of shells. The base price supposed to reflect the effectiveness of a unit in the game, however, so reducing the base price isn't an appropriate way to reflect historical usage.

    3. Lower the rarity cost, even to the point of making it a rarity "bonus". Since the objection seems to be that players cannot make selections that are "historical", adjust the rarity system to reflect "historical" pattens of availability.

    Snipped:

    So that makes 1) a better option than 2). Just lowering the price would make the Allied force more effective. 1) would make historical artillery available without making it unbalanced. Option 3) is ineffective, the base price is too high already.

    </font>

  7. Originally posted by redwolf:

    Sorry flamingknifes, but reducing the shell count is precisely the right thing to do.

    Because the realism hit from having fewer shells than enough for continuous fire is a far lighter realism hit than not having any medium artillery support at all (for Allies when Germans have it).

    Alternatively, couldn't the rarity penalty be set as a bonus?

    My understanding is that the problem people are having is that they cannot afford to buy American artillery, especially in smaller battles, and that this does not reflect historical practice, as the Americans were known for their relatively ample supply of artillery assets. There are several possible workarounds for this problem:

    1. Reduce the price by lowering the number of shells per FO. Unfortunately, fewer shells is ahistorical.

    2. Lower the base price of American artillery without changing the number of shells. The base price supposed to reflect the effectiveness of a unit in the game, however, so reducing the base price isn't an appropriate way to reflect historical usage.

    3. Lower the rarity cost, even to the point of making it a rarity "bonus". Since the objection seems to be that players cannot make selections that are "historical", adjust the rarity system to reflect "historical" pattens of availability.

  8. Is it possible for tanks to have fanatic crews in CMBB? I had a T-34 in a nice, key-holed, hull down position covering a road, occasionally exchanging fire with any vehicles that crested a second ridge some distance away. About twenty turns into the game my T-34 goes nuts and attemps a suicide charge, over the ridge and into the valley, getting blown away about seventy meters down the hillside. Though it was taking some moderate fire, I can't believe that it was "repositioning"; there was plenty of room to reverse into defilade if the crew felt threatened, and mostly wide open space in front of them. The tank had been in this position for more than a dozen turns, and had no orders to move.

    So what gives? Did the crew become fanatic? Or can something else explain this behavior?

    Is there ever a time when one would want a tank to become fanatic? Infantry not backing down can sometimes be very useful, but I can think of few times that I would want a tank to go charging forward on its own.

    Also, can units even become fanatic part way into a game (as opposed to being determined at the start of a scenario)?

  9. Another reason that casualties are so high in CM is that units in the game are much more resilient after taking casualties than they would be in real life. For instance, in CM a ten man infantry squad can be ordered to attack even if nine of its members are casualties. In the real world, a squad that takes two or more casualties will usually cease all offensive operations, tend to the casualties, and try to hunker down in a good defensive position.

  10. Originally posted by redwolf:

    Snipped:

    The wooden bunkers should always always offer more protection than a trench, because they are basically constructs on top of a trench. Why would anybody construct the bunker on top of the trench if it wasn't an advantage.

    Well, perhaps the bunker provided better protection from artillery than a trench, at the cost of providing a bigger target to direct fire HE.
  11. Originally posted by Ant:

    I have to admit that I'd quite like to play pacific/SE Asia theatre too. It will never happen with the current Combat Mission engine though as CMAK is the last game in that series.

    BFC have said on a number of occasions that they've got no interest in doing the Pacific theatre, so that doesn't bode too well for CMX2 either. However, they have said that they hope to make the CMX2 engine far more flexible than the current one. That being the case I can't see that the Pacific theatre would be potentially that difficult to model.

    I too would love to see the Pacific Theatre modeled in CMX2 -- I think that the variety of battles would be as great as those seen on the Eastern Front, minus the huge armor engagements. My guess is that it won't happen, however, even with a more flexible engine.

    Battlefront seems to put a premium on detailed and accurate modeling of vehicles, especially armor, as one of the factors that separate them from other game companies. The infantry intensive combat in Asia and the Pacific is less likely to appeal to them as developers.

    And a flexible engine design is only helpful after one has completed the many hundreds of hours of research into TO&E, vehicle specs, orders of battle, uniforms and infantry arms, etc. If the developers are not inherently interested in the Pacific Theater they probably have not done any research into these factors, and starting research from scratch in an area they are not interested in seems pretty unlikely to me.

  12. Originally posted by Mailer:

    (Snips)

    Luzon--I think Luzon is a large island off of the phillipines, and more infantry combat occured here.

    Kyushu--this large island right off the coast of Japan was going to be the first step in operation Olympic--the ground invasion of Japan! It was a large, dense, mountainous island and it was going to be HELL taking it back. Fortunatly for US G.I.s, the atomic bomb came along and ended the war before this operation began. No reason hypothetical invasion can't be simulated.

    Luzon is actually the largest island in the Phillippines -- Manilla is located on Luzon.

    Kyushu is one of the four main islands of Japan; while it is the southern most of the four, it is not "off the coast of Japan", it is a part of Japan.

  13. Interesting results on the "to hit" probabilities. I wonder if crew experience plays a factor as well. A crack crew should be better able to adjust for wind than a conscript crew, other things being equal. In fact, if the wind speed (and direction) is constant, I would think that a crack crew would have no penalty to its "to hit" probablity, certainly not after the first shot. Even conscript crews should start to zero in on a target after the first shot, with wind having an increasingly minor effect on "to hit" probabilities, by virtue of its constant effect on the rounds fired.

    What is more important than the speed of the wind is its variablity. The more the wind varies (in speed or direction), the harder to accurately adjust fire. Of course, stronger winds may be correlated with greater variability.

    All in all, given the distances involved and the ability of units to adjust their fire, I would expect wind to play a pretty minor role in "to hit" probabilites in CM.

  14. Well, I fall into the camp that believes that the time limits in most scenarios are too short. I find nothing more frustrating, unrealistic and annoying than, at the peak of the battle, as units within twenty meters of eachother toss grenades, the whole battle is called off and points are tallied. Few battles ended this way in real life. Short time limits force the attacker to rush to avoid this problem, while in most real life cases a battle that continued to be fought for an extra twenty minutes would not be considered a failure if it saved (the attackers') lives or met its objectives.

    For most scenarios (and quick battles for that matter) I would like to see much, much longer number of turns, but with a lower threshold for an automatic ceasefire. This would allow battles to end much more realistically, and at the same time would have the added benefit of reducing a player's incentive to sacrifice his troops needlessly (or, at least, unrealistically).

    Right now, players have an incentive to continue fighting after suffering casualties that in real life would lead to the attacker calling off the attack. Long or open ended turns, combined with a lower threshold for automatic ceasefire, would make the game much more realistic, I believe.

  15. 1) When the crew of a tank or gun left it 'cause of fear or is killed, is there a way to capture that empty tank or gun with you own soldiers?

    No, vehicles cannot be captured, or re-manned, in the game. Abandoned (as opposed to knocked out) vehicles are assumed to still have taken some damage -- a thrown track, a jammed gun, etc -- either from the enemy or from the crew intentionally before abandoning. In operations, it is sometimes possible that an abandoned (not knocked out) vehicle will become available again in a subsequent battle, reflecting the efforts of a recovery team fixing the vehicle between engagements.

    2) Although it seems that f.e. a shell from a tank hits a soldier directly that enemy soldier still lives. The same for mg-fire. It hits directly without any effect. Is there way to patch/mod it so that the shell/mg fire only hits soldiers if they are really hit and injured/terminated?

    The soldiers that you see on the screen are actually a simplified graphical representation of a larger unit. Squads, for example, usually have 8 to 12 men in them. When hit, some of these men die or are incapacitated, but only when enough men are hit does the graphic change. To see the status of the individual members of a unit, select the unit and press the enter key.

    3) Is it possible to show damages to the tank textures? F.e. if a shell from a tank hits through the tower of another tank (without destroying it) is there a way that this "hole" is shown?

    4) Aren't there any shadow for the soliders only for tanks?

    No, there is no dynamic modeling of damage to vehicles. You can, however, download "mods" to the standard images that come with the game, some of which show "pre-damaged" vehicles. I'm not sure if anyone has developed a mod for shadows for squads, or even if it is possible.

    5) Can you destroy trees/forests/buildings?

    Trees and forests can be set on fire, usually by flamethrower bearing vehicles or infantry teams. Buildings can be destroyed, most commonly by vehicles shooting at them with high explosive shells (try the "area fire" command), and also by squads with demolition packs.
  16. Louie is right that this may come down to a design/philosophy decision: is the player "roleplaying" each and every unit, or is he playing the role of a higher level commander? The current system, where orders are unlimited, is pretty close to the former.

    Yet it is not entirely so. The player's role as a higher level commander is simulated with the order delays, especially for multiple waypoints in CMBB, and by the out of command penalties, both of which imply that the orders being given by the player originate not from within each unit but from higher up.

    My suggestion that there be some limit to the number of orders/waypoints given per turn does move the game more towards a command style game, but not dramatically so. When combined with shorter turns, it would not only encourage the player to focus on "hot spots" (because a player would want to use his limited number of orders per turn where most needed) but would also make the combat there more realistic (as the commander not does not have to wait sixty seconds between giving orders).

    I think that this approach moves the game a little more towards realism, and without undue complexity. One could argue, in fact, that (depending on how it was implemented), limiting the number of orders per turn actually reduces the complexity of the game: there is less for the player to do each turn, but there are more turns.

    It is this reduction in complexity, I think, that some will object to. Many players (myself often included) like to develop detailed and highly coordinated tactical moves, far beyond what a real commander could implement. Part of the joy of the game is being able to watch a beautifully conceived, intricately detailed plan unfold, for better or for worse. Limiting orders limits (to some degree) a player's control over this process, in exchange for some greater degree of realism. Implemented properly, I think that this is a worthwhile tradeoff, but ultimately it is a design decision.

    [ June 27, 2003, 12:25 PM: Message edited by: Hat Trick ]

  17. Originally posted by Eric Alkema:

    Well I guess, because I am a novice player, I haven't figured out what advantage there is in waiting until the end of a variable length game. Is the variable length still not enough to allow for a counter attack?

    I also am confussed. Couldn't this problem be solved just by increasing the length of time that gets added to the game when a victory location changes hands? From two minutes to five or ten minutes? Or am I misunderstanding the problem?
  18. Another option would be to limit the number of orders a player could give each turn. A player could be limited to, say, ten orders/waypoints per headquarters unit, or a headquarters unit could give multiple/unlimited orders/waypoints but only to three units each, or some other combination of limits.

    The advantage of doing this is that it would allow the length of a turn to be shortened dramatically, to say 10 or 15 seconds, without allowing an unrealistic or tedious amount of micromangement. As a player, I could give out orders for the most important/pressing actions, and be able to respond to action on the field in a more timely (and realistic?) way, without being able to coordinate the entire field of battle at too fine a level.

    I think that this approach would more closely reflect reality, where commanders can focus on only a limited set of orders at a time, but do not have to wait 60 seconds between giving orders.

    [ June 26, 2003, 02:11 PM: Message edited by: Hat Trick ]

  19. I strongly support this idea. I find most scenarios too short -- in fact, I find the general idea of a time limit artificial, at least in most circumstances. Battles rarely came to an end because "time ran out" -- they ended because one side gave up or because both sides didn't see the point of pressing on (whether due to low ammo, low morale, high casualties or simply a realization that further fighting would not be productive). Nothing is more frustrating than being in the middle of a fire fight and having the game end. And given the time scales involved, I just don't buy the argument that in real life commanders had to stick to schedules. The number of battles where objectives had to be achieved by a particular minute in time -- where even five minutes delay meant failure -- is rather small, and certainly not the case in the vast majority of CM scenarios.

    I understand (I think) the reason that time limits are in the game: so that once it becomes clear which side has won, the game need not drag on with little action. Providing a continue game option would allow time limits to stay, but give players the option to keep fighting when warranted.

  20. Originally posted by aka_tom_w:

    I would propose that any unit with optics and magnification like any tank commander or any HQ unit or any arty spotter "should" be able to be selected by the player so you could get their "binocular" view and zoom in to see "special" things or objects.

    Of course this would only be "cool" if the visual effect or the info from looking through the binoc's of that unit could ONLY be seen by selecting the unit and hitting tab and Shift 1 for that view, THEN maybe the player could see something that he would not be able to seen ANY other way.

    Maybe an enemy tank that is not moving in the far off distance is actually bogged but the game (from any other view) wouldn't tell you that, but you might actually see it from Shift 1? :eek:

    the idea being that the player would get info and intel about somethings on the battlefield only by looking through the unit with the binoc's that has LOS to the thing or object the player is interested in learning more about?

    its JUST a thought smile.gif

    thanks

    -tom w

    I think that this feature would drive me nuts. I can just imagine, at the beginning of an orders turn for a large scenario, having to "cycle" through twenty or more vehicles' "binocular" views to see if I've missed any intelligence about the enemy before plotting my orders. I have trouble enough tracking all the action on the field right now; I sure don't need a more complicated interface to get info.
  21. Selected nuggets originally posted by Steiner14:

    1. If they do nothing, Churchill would not come back to the peace-table. All the german efforts were rejected: letting the british expedition-army escape, was the biggest possible sign, a country can make, that it doesn't want the war with GB.

    Germany wanted the BEF to escape? I had always thought that the BEF escaped because Goring wanted to prove how effective his airforce was. They did try to bomb the evacuation boats, which is not exactly consistent with a deliberate decision to let the BEF get back to Britain.

    2. The bombing of city centers without any industry showed to the German command, that Churchill wanted the escalation.

    I'm not as familiar with the air war; did Churchill initiate strategic bombing of non-industrial cities? I had always thought that the blitz preceded the allied bombing of German cities, but would be happy to be enlightened if I'm wrong.

    3. The obviously support of GB by the USA.

    4. The mass-media in GB and USA were full of anti-german propaganda, showing the germans, that governments wanted to bring the people on the anti-german side, while people, especially in USA, still didn't want to become involved into the 'European War'.

    5. The jewish influence in USA, that even had grown, with the immigration of the jews that had to leave Germany.

    The implication here is that the American "elite", influenced by some sort of Jewish cabal, forced a war on an unwilling populace. While many American leaders did support Great Britain, the idea that "jewish influence" was responsible for this position is simply anti-semetic nonsense. American support for Great Britain had far more to do with the USA's long cultural and economic ties to England than to any influence that American jews held.

    6. On the other side the USSSR, with the communistic highest priority aim of world-revolution and that world-revolution needs Europe and to conquer Europe, Germany needs to be thrown down first.

    This is not Nazi-propaganda, this can be found in Lenin's considerations and plans, was supported by every Communist and official line of the Highest Soviet.

    Long speech short: the Germans knew, that the war in the east is only a matter of time and it will be only possible to stop the Red Wave, with highest concentration of all available german forces.

    They also knew, that such a huge army - at this time already the strongest one in the world, with the best and most tanks - can not be stopped within a few kilometers, once it is rolling.

    Several hundred kilometers will be necessary to stop such a huge and well equipped army.

    Once rolling, the red army would easily run until Berlin and, further in the German conclusions, Europe would be lost to Communism.

    What could be done by the Germans?

    On one side, they knew that the war in the east is unavoidable and only a matter of time.

    Ah, yes, the preventative war argument. There was a whole other thread on this topic, and I think that the general conclusion was that this argument doesn't wash. I'll just say that, in general, while the Soviets did support world revolution, the evidence that they were about to invade Germany is, shall we say, scant.

    But what Germany didn't know: Churchill already had Roosevelt's word, that the USA will join the war as soon as possible and that Churchill was really willing, to deliver the whole empire to the US-money-lenders.

    While before WWI, GB were the biggest money-lender to the US, during WWI, this turned around and WWI was a huge deal for the US, and GB became deptor of the US.

    In WWII Churchill sacrified the rest of the Empire.

    From the german point of view, it was unimaginable, that a British Leader would really prefer to continue the war against Germany, while losing the rest of the Empire to the Wall Street.

    This is just nonsense. Yes, the balance of payments between Great Britain and the USA reversed after WWI, but this has nothing to do with losing an empire to "Wall Street", whatever that means. Though I will grant you that it is possible that Hitler, seeing the world through his anti-semetic haze, may have thought that such a thing is possible, hopefully no one here is dim witted enough to believe such statements.
  22. Originally posted by John D Salt:

    324 balls spread over a cone of length 200m and base diameter 40m.

    Assume that the balls are independently and uniformly spread at random over the circle made by the cone at any range.

    The radius and therefore area of the circle are:

    Range, x___Radius, r__Area, a

    50 m_________5 m_______78.5 m^2

    100m________10 m______314.2 m^2

    150m________15 m______706.9 m^2

    200m________20 m_____1256.6 m^2

    Man-sized targets in the cone of effect are assumed to be half a metre wide and 1.5 m tall, giving a target area, t, of 0.75 m^2.

    The expected number of hits per man, e, can be obtained by dividing the area by 0.75 and then dividing the number of balls by the number obtained:

    e = 324/(a/t)

    The probability of an individual man being hit can be obtained by, first, calculating the hit probability of a single ball, p, which is 1 divided by the area divided by the target size. Obviously, this is the same as the expected number of hits for a single ball.

    p = 1/(a/t)

    Next, given our assumption that the balls are independently distributed, the probability, h, of an individual man being hit is given by one minus the probability of an individual ball missing, raised to the power of the number of balls.

    h = 1 - ((1-p) ^ 324)

    Results for each of the ranges considered are as follows:

    Range, x___Expected hits per man, e____P(hit) on one man, h

    50m________________3.10______________________0.96

    100m_______________0.77______________________0.54

    150m_______________0.34______________________0.29

    200m_______________0.19______________________0.18

    The difference between the hit probability and the number of expected hits per man is quite noticeable. This "over-hitting" problem would presumably become worse if the pattern was not the uniformly-distributed one assumed here.

    These calculations seem to me to represent an upper bound to the casualty-causing effectiveness of canister, taking no account of cover in reducing the target are of exposed men. Similar calculations assuming smaller target areas would be easy to do along the lines given here.

    As has already been mentioned, the suppressive effect of canister rounds would presumably be very high. Using the assumption that a ball coming within (say) 3 metres of a man will suppress him, it would be easy to perform further calculations on the probability of balls entering a man's "suppression space".

    If sections keep proper tactical spacing with intervals of 5m between men, the killing effect of canister at close ranges will be quite low because of the small number of men in the target area. To illustrate this, consider the maximum number of men at 5m spacings that could be fitted into the cone at each range, and multiply by the hit chance against an individial man to find the expected number of casualties:

    Range, x____Number of targets_____Expected casualties

    50m_______________2____________________1.92

    100m______________3____________________1.62

    150m______________4____________________1.16

    200m______________5____________________0.90

    If the target section is a bunch of slackers who keep only 2.5m intervals, then we get:

    Range, x____Number of targets_____Expected casualties

    50m_______________3____________________2.88

    100m______________5____________________2.70

    150m______________7____________________2.03

    200m______________9____________________1.62

    These calculations ignore enfilading effects. Even so, the levels of loss seen in CM:BB seem to me to imply very tightly-packed section formations.

    All the best,

    John. [/QB]

    I'm not sure that the 'number of targets' figure is correct. At 50m distance, the radius is 5m, but he diameter is 10m. If the men are spaced five meters apart, three men can fit across the diameter: one on the left edge, one on the right edge, and one in the middle, 5 meters from the other two. At 200m distance, the diameter is 40m, and nine men, not five, fit within the circle. Thus, a revised table would read:

    range____diameter____#of targets____casualties

    50m_____10m________3_____________2.88

    100m____20m________5_____________2.70

    150m____30m________7_____________2.03

    200m____40m________9_____________1.62

    These are the same figures as previously given for 2.5 meter spacing. The new table for 2.5 meter spacing would be

    range____diameter____#of targets____casualties

    50m_____10m________5_____________4.80

    100m____20m________9_____________4.86

    150m____30m________13____________3.77

    200m____40m________17____________3.06

    There are (at least!) two factors that modify these figures, in addition to terrain/cover. First, this analysis assumes that the 'cone of fire' is perfectly centered, e.g., the maximum number of men are fit into the widest part of the cone at 5m or 2.5m intervals. If not so centered, the number of targets would be one less in each case -- from three to two at 50m distance with 5 meter spacing (reducing casualties from 2.88 to 1.92) and from 17 to 16 at 200m with 2.5 spacing (reducing casualties from 3.06 to 2.88).

    More importantly, however, the above analysis assumes that the squad is spread out at 5m or 2.5m intervals horizontally across the front of the 'cone of fire.' This minimizes the number of units hit. A more accurate picture might be gained by assuming that the men are spread out in depth as well -- e.g., 5 meters across and 5 meters back. Not being an expert on squad formations and tactics I'm just guessing here, but if we look at the above figures we see that if the men in a squad are advancing in anything like 2 or more rows (i.e., with only one layer of depth), they would all be in the diameter of fire in every case but 5 meter spacing at 50m distance. We can then use the straight hit probabilities for each man -- 96% of the squad would be wiped out at 50m, 54% at 100m, 29% at 150m and 18% at 200m.

    Of course, the above figures do not take into account terrain or cover, though it is interesting to note that in a building one would expect the benefits of cover to be at least partially offset by the fact the men are even less likely to be spread out horizontally at 5 meter intervals.

    Finally, the above figures are for the 57mm gun. The 76mm has many more balls, but frankly my head hurts too much to calculate the effects right now.

    P.S. If anyone can tell me how to format a table in here I would appreciate it.

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