How do you improve PzB??? - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Panzer Battles (https://www.theblitz.club/message_boards/forumdisplay.php?fid=280) +--- Thread: How do you improve PzB??? (/showthread.php?tid=65934) |
RE: How do you improve PzB??? - Batu - 04-03-2014 (03-02-2014, 10:00 PM)Xaver Wrote: Well, i need say that PzB engine is a great step forward, i feel it great to cover the fight scale but even a great thing is not perfect... i open this thread where cover all players suggestions/petitions to improve PzB. I agree with regard to AT fire, its always been broken (including Panzer campaigns) and you cant duplicate historical results where single or small numbers of potent tanks destroyed large numbers of inferior tanks such as T34/76s. Fire results are skewed towards large numbers firing which doesnt really work unfortunately. Another issue is the all round fire from bunkers, these should have a facing so that they can be outflanked. At present they fire through 360 degrees. RE: How do you improve PzB??? - Dog Soldier - 04-05-2014 (04-03-2014, 09:12 PM)Batu Wrote: Another issue is the all round fire from bunkers, these should have a facing so that they can be outflanked. At present they fire through 360 degrees. I think I can address this aspect as PzB being more similar to PzC scale that to SB scale. Any fortification in a single hex does on represent a single structure, but multiple structures. Some could be unmanned if one thinks about an entire company in the hex and only a single platoon both receiving a full benefit. Movement between them is beyond the scope of the game scale, but you can see what I am thinking goes on inside a hex. If one stacks more troops than 1/2 of the stacking limit, the over stacking penalty still applies, reducing the benefit from the fortification until less than 1/2 of the stacking limit is again present in the hex. This multiple structure concept within a hex works well in a battle like Kursk where the Soviets had ample time to prepare their defensive works. The Soviets did not use a linear defensive posture for their formations having learned the painful lessons of 1941-42 about linear defense and the German point of attack then spread out tactics. While described in books a s three main belts, the defensive works at Kursk were not linear (except in films where linear makes filming and framing easier). Overlapping fields of fire and positioning the fortifications for all around defense would be common. The Soviets learned some these things from the Finnish Mannerheim line fortifications. Some they developed themselves. I think the game models this well with a minimum of extra rules and conditions. Isolation is still possible for units in fortified hexes which simulates 'flanking'. Dog Soldier RE: How do you improve PzB??? - ComradeP - 04-07-2014 Concentrated fire can certainly cut the Germans down a size. In State Farm against PijusMagnificus, the only remaining German AFV's were a Tiger and an SdKfz 222. The Germans lost 70 vehicles, most of which were Marders, StuGs and armoured cars. The Marders were mostly taken out by Katyusha and mortar fire (they have a weak defence value). The StuGs by mines, Churchills, 76mm AT guns and T-34's (and one was knocked out by a 82mm mortar barrage, the freak hard attack result of the game). My losses are roughly split between T-70's (7 or so) and Churchills and T-34's. My high gun losses are mostly due to many (AT) artillery units being Fixed. That's becoming a minor pet peeve with the game. You can't move them until the Germans can kill them. German gun losses came primarily from bombing Nebelwerfer stacks and interdiction. The high German men losses are mostly from Katyusha fire hitting large stacks or units in T mode. RE: How do you improve PzB??? - Landser34 - 06-10-2014 I dont know if this has been mentioned but being an old infantryman myself I dont know many units that stay and fight to the last man like I have seen so far in the games I have played and that is not many so far 6 games but more in the works when attacking more often than not a unit will have to be killed to the last man to take a bunker or trenches it has been rare so far to disrupt a unit and be able to push them out but one stipulation to that is a couple of the scenarios are short so you dont have time to fire turn after turn hoping for a disruption you just have to charge and assault. One more pet peeve of mine is minefield spotting same thing in the PZC if a unit is not in the minefields LOS after a unit hits it it dissapears now maybe that happens some but word get passed back in real life that your troops hit a minefield and that gets passed back to higher HQ so that other units passing by know where the minefield is at. RE: How do you improve PzB??? - ComradeP - 06-10-2014 Loss tolerance is always higher in wargames than it would ever be in real life. For units defending in bunkers, fighting to the last man might not be too unrealistic if they know there's no way out or if they really want to hold the line. For units in the open, I guess it's unrealistic, but the lower quality ones will usually retreat before being destroyed if assaulted. They might still die from direct fire, but the chance of that happening might be decreased with the first patch if the stacking percentage casualty modifier is also used for units below 50% of the stacking limit. |