RE: How do you improve PzB???
Bayes, in the end winning the fight in a timely manner is just as important as winning the fight when given all the turns required to do so.
Currently, tank strengths drop (very) slowly, which means the attacker either can't advance or will have to do so at a slower pace.
A scenario like Nepkhaevo can in essence be won by simply capturing the two VP's on the hill on turn 2 if the Soviets don't move up and defending them until the end of the game, but that's not a very interesting way to win it.
I didn't expect that my tanks would perform as poorly as they're doing now, though.
Like with PzC, I find myself thinking of ways to counter the problems with parts of the system, instead of a credible and fairly historical strategy. You either have to fire from long range if you have plenty of time, which is ahistorical because the tanks wouldn't be able to penetrate the frontal armour of a T-34 beyond 3 hexes (and the Panzer III M not beyond 2), or get in close and make it a massacre for both sides that you'll eventually win because your tanks are somewhat better. At 3-4 hexes, the game just doesn't give historical results or casualty figures.
In the example deployment Dog Soldier posted, the Panzer IV's are 500 meters behind the Panzer III's, which means the tanks are only mutually supporting in theory or by the grace of the long range of the Panzer IV's gun.
It has always felt odd that whilst infantry combat is fairly brutal, tank vs. tank (and combat involving guns in cover as long as there's no artillery involved) is not very lethal at all. It's one of the areas where more or less copying parts of the PzC system causes problems.
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