RE: Armour Effectiveness Modifier
Operational combat in this game series takes into account many tactical issues not directly modeled as they would be in a tactical game with shorter turn time lengths.
The units that fire at each other are not firing at full ROF for two full hours. Heck, most units in WW2 would be out of ammunition in a single turn. So do not expect just because you have two hours and are carrying big stones they will always be effective. Most of the time they will, but once in a while you will be scratching your head and wondering what the ...just happened? Like a real commander. Acquiring the target, waiting for the target to appear, maneuver within the hex, laying smoke, weather etc, all are compensated for in gray area of the game's algorithms. Do not get to caught up in trying to determine the best mathematical resolution to a given situation.
The ten Shermans can destroy several of the Tigers before taking return fire if they surprise them with rear and side shots as the Tigers run around wondering where the shooting is coming from. An extreme example to be sure.
But the point is use sound judgment. Maybe send in an artillery barrage on those Tigers before shooting the Shermans. It might cause the Tigers to button up or panic, (disrupt). On the other hand the Tigers could be manned by some really cool customers, and well....bad day to be in a Sherman/75. Both results are possible in this game system. As RickyB mentions above, there are many factors. In combat, anything can happen once contact is made. The beauty of the game engine, is that is does not always provide consistent results. Otherwise this would just be a mathematical exercise and not a game simulation of operational combat.
Dog Soldier.
Fast is fine, but accuracy is everything.
- Wyatt Earp
|