02-15-2014, 09:03 PM,
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ComradeP
Major General
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Posts: 1,467
Joined: Nov 2012
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RE: The Competition & Teaser Thread
Quote: (i need say that flamm III only have a crew of 3, this is a good point to reduce the firepower compared with MG squads).
I'm not sure if it would've mattered much for combat effectiveness. There's no need for a loader, and a gunner also isn't strictly necessary for such a short ranged weapon I'd guess. It would be complicated for the commander to give orders to the driver and radio operation whilst using the flamethrower, but it's simpler than the commander having to give orders whilst using the gun. In that case, the commander would also need to calculate the range, pick the right shell type and figure out what the ideal trajectory is.
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02-15-2014, 09:12 PM,
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Xaver
Brigadier General
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Posts: 1,014
Joined: Jan 2008
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RE: The Competition & Teaser Thread
I refer that commander is under a bigger presure, he needs give orders, use flamm, the turret MG and of course find the bad guys, for me this problems in the most usefull defensive weapon in the flamm tank reduce his firepower... how many??? i dont know but sure a flamm III has more than 3 soft attack value... 5-6-7-8-9??? is a test question, the point is give enough soft attack at range for this units to prevent infantry rush them easy, could be strange see a Ferdinand with no MGs capable of stop enemy infantry at range 3-4 and a flamm III with 2 MGs unable to do the same.
Talking about defense... i edit my previous post, static flamm unit with big assault value??? can this units assault??? or use the assault value when they are assaulted???.
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02-15-2014, 10:59 PM,
(This post was last modified: 02-15-2014, 11:02 PM by Tide1.)
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Tide1
Lieutenant General
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Posts: 1,532
Joined: Feb 2004
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RE: The Competition & Teaser Thread
age change me a lot apart reduction in hair concentration in head and increase in fat reserves WHY NOT IN THE OTHER WAY!!!
I'm not laughing at you sir. I agreeeee
the static flamm units... well, why the have a big assault value if they are static??? is not better increase their defensive value a little??? they cant assault... or they can do it???.
Your platoon is really going to get french fried if they stumble into that unit.
War is the remedy that our enemies have chosen, and I say let us give them all they want.William Tecumseh Sherman
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02-16-2014, 12:33 AM,
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ComradeP
Major General
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Posts: 1,467
Joined: Nov 2012
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RE: The Competition & Teaser Thread
There's an interesting description of an encounter with such a flamethrower boobytrap in Hell's Gate. In that instance, somebody seems to have stumbled over a tripwire but the jets of flame went over the heads of the squad.
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02-16-2014, 03:21 AM,
(This post was last modified: 02-16-2014, 03:22 AM by Xaver.)
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Xaver
Brigadier General
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Posts: 1,014
Joined: Jan 2008
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RE: The Competition & Teaser Thread
Well, i have in my mind defender use defensive value... something i fix in my old brain, but i cant fix more things in other old parts of my body, hi Tide, wellcome to the "we need more hair up and less down" club
Ummm Comrade says something interesting, why not use like in SQB booby traps??? you cant detect them until you are over them and maybe scouts could avoid them thanks to their recon status (extra value for recon units and a way to force players use them on their natural role) and only affect infantry, maybe in Kursk is not a must have but in other titles... specially in certain titles out of Panzer scope hehehe.
What is now the ranking for the thread??? last weeks is the hot thread in forum
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02-16-2014, 03:27 AM,
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GerryM
Warrant Officer
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Posts: 268
Joined: Jan 2008
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RE: The Competition & Teaser Thread
Thanks David for the new pics and explanations.
I just have some basic questions that most people can probably answer.
Is the first unit below the 1st Platoon, 6th Company, of the PzGr. Regt.4? So the Battalion designation is not showing? (Think I rememebr a previous post about this?)
Thanks,
Gerry
(02-15-2014, 04:25 PM)Strela Wrote: Hi All,
We got a new build today ...
Looking at the below two examples the first is the normal numbering when there are no grouped units and the second stack when only some of the components are combined.
David
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02-16-2014, 04:00 AM,
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ComradeP
Major General
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Posts: 1,467
Joined: Nov 2012
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RE: The Competition & Teaser Thread
In reply to a similar question I asked, Strela wrote that it was decided to leave the battalion indication out, more or less to prevent clutter and to keep things simple.
So, currently, there's a platoon indication (if any), a company indication and a regimental indication, just like PzC has company/battalion/regiment (or brigade).
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Xaver: booby traps would be interesting, but at this scale probably not significant enough to represent.
I've never really understood the fixation on mines and strongpoints. If one part of the minefield or line is breached decisively, the rest nearly immediately becomes useless from a strategic perspective. WWII minefields, due to mines often being concentrated near eachother, were also not all that difficult to detect for experienced troops with enough time.
Booby traps on the other hand were much more difficult to spot if hidden well as they could be anywhere. They also kept troops constantly on their toes, increasing fatigue.
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02-16-2014, 04:27 AM,
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Liebchen
Colonel
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Posts: 966
Joined: Mar 2001
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RE: The Competition & Teaser Thread
(02-16-2014, 04:00 AM)ComradeP Wrote: I've never really understood the fixation on mines and strongpoints. If one part of the minefield or line is breached decisively, the rest nearly immediately becomes useless from a strategic perspective. WWII minefields, due to mines often being concentrated near eachother, were also not all that difficult to detect for experienced troops with enough time.
Booby traps on the other hand were much more difficult to spot if hidden well as they could be anywhere. They also kept troops constantly on their toes, increasing fatigue.
Minefields were mostly used to deprive the enemy of real estate and to channel movement. If some of the enemy stumbled onto them and were killed or maimed, so much the better. But generally, if they avoided the minefields and followed mine-free pathways, they would be walking into the kill zones of manned positions.
For the cost, they were very effective.
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02-16-2014, 05:00 AM,
(This post was last modified: 02-16-2014, 05:02 AM by Xaver.)
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Xaver
Brigadier General
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Posts: 1,014
Joined: Jan 2008
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RE: The Competition & Teaser Thread
Well, i thin in booby traps as "light mines" if we have IP and trenches, bunkers and pillboxes... why not a light version of mines???
I think booby traps can work fine at PzB scale, i think on this:
1-there is a PDT value that set the change to activate booby trap when an unit enter in the hex lets say 20% for example.
2-units quality affect this and change % to activate booby trap, A -5% B -2% C 0% D +2% E +5% F no morale... well +5% to.
3-stack affect to the PDT base %, if unit enter in hex and is under 50% of stack chance to activate booby trap is the same, if there is overstack increase it certain %... lets see in our example 20%.
4-Scouts when enter in the hex with booby trap first do a check, a PDT value set their chance to detect the booby trap (and same modificators like in points 2-3 to increase the detection value) if detect the booby trap destroy it if cant do it we need see if they are like a regular infantry unit can activate or not.
5-Kills... well, again PDT value, if booby trap is activated you have 75% to lose 1 soldier, 20% lose 2 and 5% lose 4, as you can see i dont think in heavy casualties, they are more a disturbance and a way to made attacker suffer not only by direct combat.
6-booby traps are single use defenses, when "hit" an unit dissapear.
For me the point in booby traps is give a certain number of them in the scenario (PDT value) infantry units can deploy them, all unit types, but not to create a line... booby traps need leave certain number of hexes between them and well deploy them is automatic, you select deploy booby trap, you have a certain succes % (again in PDT) and you use... lets see 1/3 action points with this you can use them to retreat fighting and leaving some "obstacles" to enemy advance.
All this are ideas i have, of course we have 2 limitations, 1st engine and 2nd battle covered... maybe are some where this could be interesting but not like on other theaters and now maybe are other more vital things to add in PzB... or not hehehe.
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