RE: Disabled Armor-Indirect by the Map-and more about Gardening Later
Gentlemen,
Relative to this topic, the effects of the disable on armor become much more apparent in large games with large volumes of armor being subjected to larger volumes of indirect. The sheer number of "rolls" that you elicit on the tables are going to result in disables that you weren't seeing before.
This has forced a different tactical play, which is for the better.
Previously you could roll up armor with a fair degree of impunity especially if you had spotting range, and your opponent did not have a distance capacity from an anti-tank perspective to impede you from occupying terrain in a given game. At least now you can dissuade your opponent from marching up with impunity into certain hexes that you wouldn't ordinarily be able to touch him in, by dropping a load of indirect on his head, and taking your chances with multiple rolls on the disrupt/disable table.
However, the one penalty that is usually suffered by indirect is NOT affected by these tables and that is the "indirect by map" option. Indirect by map in larger scenarios has little effect on infantry, but it does allow for more random rolls when it hits advancing armor that it is out of LOS. I believe, this to be one of Dan's concerns as it seems a little obtuse for a stray 81mm mortar to be thrown over a hill into the blind, and land on a King Tiger for a resulting disable.
If this is the option of taking the bad with the good, I'm comfortable with this because I do like that armor can't just roll as it did before with no fear of indirect. If there were a means to adjust the percentage on the indirect by map, that seems to be the appropriate option here. If it can't be effectively done, I'm all-right with this.
Lastly, I have found when my rolls are bad, if I shake my computer and blow on it, the rolls improve immensely... :eek1:
dawags
:cool2:
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