Jump to content

RawRecruit

Members
  • Posts

    87
  • Joined

  • Last visited

Posts posted by RawRecruit

  1. Hmmmm. Quite complicated. The major problem that I've had, and the one I guess I'm trying to solve without hours of extensive playtesting that I can't really afford, is choosing armour or AT assets in setup. Eg. if I've got a QB in May 1942, I now know (from painful experience) that a PzIIIJ short will barely scratch the paintwork of a T34...but what about a PzIV? And in July? The mind boggles... :eek:

    I can already hear the answers, though...better fire up the scenario editor...!

  2. Bone_Vulture, thanks for the figure. This is kind of what I was after. As stikkypixie, says there's no substitute for experience, but there must also be a rough formula for working it out.

    I was just thinking about making a database to help myself roughly gauge what has a reasonable chance against what, and by that I also mean AT guns, which throw another heap of data into the mix! Once I've been playing the game long enough I anticipate that this will be second nature, but for now...!

  3. Is there a rule of thumb to work out how easily a gun can kill a tank using the armour pentration values and the armour charts? IOW, how much higher(in mm) should a penetration value be, compared to the target armour, to reliably kill the said target? I assume that if the penetration value equals the armour at the same slope then you've got a slim chance of killing the target...

    I know there's some colour coding in the game, and that's easy to understand for big guns and weak armour, but I get a bit lost when trying to figure out the many different PzIII/IV marks versus T34 variants over the different time periods.

  4. I actually quite like the idea of the gutsy CO leading from the front and showing 'his boys' how it's done.

    However, about suppression and the 10 man squad versus the 4 man squad, is it easier to suppress 4 men than 10, say with a single MG mounted on a tank? Smaller target I agree, but I would assume that 10 men would be a little too spread out to cover with a single gun and would have more available bodies to lob grenades, demo charges, stones, insults...! Plus, surely ten men would be able to come at an AFV from too many angles for it to cope with.

    Being an 'armchair general' I can't really say how it would work in real life, so the above is just some thoughts. If there is any good reference material around about how infantry worked on the smallest scale then I'd really like to enlighten myself somewhat...!

  5. I'm just trying to rationalize why the game might model HQ's being better tank killers. My original thought was along the lines that the platoon CO would probably be very experienced or well trained (particularly in the early Wermacht) but you would also have a spread of vets in amongst the squads that would have as good an idea of how to go about getting a tank (or anything else for that matter!)!

    It's a small point, but I'd like to know why I'm sending my CO to possibly get wiped out, thus destroying my command lines, where a squad should theoretically have as much chance of success (...or getting themselves dead... :( ).

  6. I've been reading some of the forum threads about ways to kill tanks with infantry and a lot of posts suggest that the HQs are more effective with explosives etc. Is there a historical reason for this? Who were the four or so guys that made up the HQ and what were their roles? Apart from the probably obvious answer that one was the Platoon CO, were they just ordinary grunts assigned to protect the big cheese?

×
×
  • Create New...