RE: How do you improve PzB???
It's quite possible to knock out all Soviet tanks at range 1, but the question is: is that realistic?
This turn, I moved my tanks forwards so that they were adjacent to Dog Soldier's units. His losses increased significantly. As his forces are presumably fairly worn out and he doesn't have all that many C or D morale tanks left aside from T-70's (assuming one of the disrupted T-34 units that was assaulted is now E morale, but it might still be D), opportunity fire and return fire only inflicted a handful of losses. It just feels wrong that I have to close the range to 1 hex to get good casualty figures.
The part of the system I have a problem with is the fairly random casualties at about 3 hexes, and possibly also at 2 although they're much better at that range.
If the Germans have to end up adjacent to Soviet units for a good kill ratio, that further nullifies the differences between both sides as at 1 hex range it matters more who can fire more often, so the attacker tends to have an advantage as he can normally fire twice after moving.
I know there a gun can be knocked out, turrets can jam, optics can be damaged and so forth, as destroyed tanks are often knocked out without being a total loss.
If we'd run a test in a game like Panzer Command, or possibly the upcoming East Front Combat Mission, and let 34 elite Panzer IV G's (late production model) and 24 elite Panzer III M's engage 30 regular/veteran T-34's and 21 regular/veteran Churchill Mk III's at 750 meters and closing or 500 meters and closing, it's not going to have a happy ending for the Soviets. Most tactical wargames have casualty ratios well above the historical losses for most engagements as far as infantry is concerned, but tank battles can feel fairly historical.
In Panzer Command: Ostfront, you'd quickly have a lot of burning Soviet tanks and with each tank that is destroyed, the others are more likely to get hit because there are fewer targets for the Germans to fire at. It might be over within 15 minutes, even.
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