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CentaurII

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About CentaurII

  • Birthday 02/22/1973

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  1. In Real Battles As apposed to blank terrain firing test simulations, The main difference being the number of shots fired at reduced accurracy due to terrain and movement very few shots at front to front and the inclusion of a huge number of variables from poor identification to distraction by infantry and other anti tank fire. I am trying to get across the limited value of range testing when figuring out real (In game) combat effectivness. In addition I have played in excess of 20 different table top simulation systems from the basic to highly complex. All these come from authors who have different views and opinions that "colour" results. A game engine PC based or tabletop will always be innacurate to a point as a fuction of the limited variables and how they are applied in each system. An example is the application of angle modifiers to armour thickness. some systems take an average angle modified armour, others attempt to sub divide it, others yet apply the angle to the shell penetration factor. These will all give slightly different results under a specific same situation. And no I haven't fought panthers vs shermans in real life, Thankfully I never had to and no one will in the future.
  2. I can only comment on my experience relating to Panthers and 76.2mm Us armed tanks. In real battles both against AI and real people. Set Firing tests are all well and good but the game engine is far more complex than that. In My experience Shermans of all types have the luck of the irish on their side. Example: a sherman was hit and penetrated 3 times by a 75L70 (panther) It did not get KO'ed it did not even rout. my opponent laughed because it did nothing. In the same battle a Panther was hit by a 76.2mm at 700-850 meters. Result Front turret penetration at weak spot knocked out. I have never seen a weak spot penetration on any allied Tank. I have also never seen a penetration on an axis tank that had no appreciable effect. As for non Historical force buying when playing US you buy the biggest gun you can as cheaply as you can. A 76.2 mm armed bren carrier ( I know they dont exist) is better than a 76 armed sherman for tank hunting as almost all german tanks will penetrate either with ease. That argument is ridiculous and suggesting M18 Hellcats as your main tank force is in my opinion gamey. In my experience and only my opinion is that the US 76.2mm gun should be inferior to its current performance. This is probably a factor of the luck element in the complex and often surprising hit effect system. In relation to tests described as set out above at 800 meters a frontal penetration on a "well built" Panther should be in the region of 1% Conversly a Panther with its 75L70 gun at 800 meters a frontal penetration on a Sherman M4A3 should be in the region of 99%+ It must be rememberd That the 75L70 was superior to even the much loved 17lb gun. The only reason for 17lb superiority was APDS ammo. Of course it is possible to Kill panthers with almost anything as long as you are lucky and well prepared. I have Knocked out panthers with 6 pounders (an excellent gun often missed) and with a 75mm M4A1 (admittedly at 20 meters with a side shot)one of my friends lost one to a greyhound. In short I feel Panthers Tigers and the poor old PZ IV are sold slightly short by the game engine. So complaining that the Sherman 76.2 is weak is falling on deaf ears. Change your tactics, playing against humans rather than AI will change your opinion of the Panther and Shermans its like a different game.
  3. Heres my Wish list its actually not to based on new engine requirements but enhancements to gameplay and feel. 1. Hard armoured vehicles. Blocking Los and fire. With infantry only able to fire through abandoned and Ko'ed vehicles only. (To account for squad dispersion)The fact 5 shermans in a row on the level can all fire FF makes ambush tactics a bit pointless if you kill the first the next 4 get you. 2. Vehicle specific location hit modelling. Based on relative hull and turret size on the facing. In extremis Lees have a tiny but well armoured turret I have played a game when a lee in the open got hit 15 times out of 15 in the turret and they bounced they would have pentrated the hull but Hey Ho. 3. tweak the after armour effect 75L70s should be transferring as much if not more energy per hit than an 88L56 but the 88 kills more regularly. 4. Increase the crew of tanks bailing out on a penetration. sometimes a sherman will be hit 5-6 times with penetration and still be active. The lucky survivable hit seems to be a norm in some scenarios rather than the exception. 5. US 76.2 please recheck the damage and pen modelling. It seems to be more effective than front line reports indicate. Also 76.2 Soviet seems under modelled in CM BB 6. allow purchase of infantry support units MGs mortars etc in sections. Or allow the deletion of a company command unit without the whole lot going. 7. Increase variability in infantry units Give the option of higher smg numbers for example in US para units or randomise it (randomised small arm load out will make it interesting) 8. give supporting infantry in Mg squads mortar teams a rifle. also give crews a chance of having 1or 2 smgs and give gun crews rifles. It may enhance gamey tactics but its more realistic (keep ammo very low) 9. allow small arms fire from embarked infantry in vehicles. ( automated only) 10. pintle mount Mgs. many were removed or added in theatre. Shermans on Us should have a 80% chance of a 50 cal Uk 20% chance of a 50 cal Other tanks should have a 10% chance of an LMG added. ( or something like it ) The Germans loose out PZIV s did carry pintle guns on occasion. and I would love to see a cromwell with a pintle bren. 11 Buildings make them hard at all points Im getting a bit fed up of manouvering tanks to fire through corners which can be seen but dont block los. 12. Smaller blocks as an option on the editor to allow a fence to reach a house and add smaller detail for realism. In addition please make up some hedge with gate or wall with gate tiles. 13. Borg spotting. I would be happy if everone with a chance of spotting attempted after 10 seconds at a reduced chance those not successfull but a member of a platoon that has seen can observe in 45 seconds time. tell me what you think
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