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Panzer Battles - Kursk Version 1.01 released
03-17-2015, 11:02 PM,
#65
RE: Panzer Battles - Kursk Version 1.01 released
Around the light-medium mortar/infantry gun my point is that in 30 minutes even 2 mortars can send enough HE over enemy positions to mantein them under presure... of course in good positions the impact is lower and even lower over troops with combat experience but when you read about mortars their impact is more in the morale area and how prevent units recover, they can score kills but they do more in the non physical area.

Infantry guns are similar to mortars here, they force enemy have the heads down and help to deal with strong points... maybe like mortars i feel they are excesive inefective because provide very few usefull rounds and lose them is easy.

For me if you have light-medium mortars and infantry guns as independent units they need be on battlefield to made enemy life harder... maybe add the solo shot like regular arty as optional rule BUT with practically 100% chance to deal at least fatigue... i think that 2 mortars with this rule have 50% chance to deal fatigue, 4 75% and the full mortar unit 100% chance to deal fatigue... with this you can use light/med mortars and guns as supporters in attacks and defense (when i talk about this i refer to units in good defensive positions not in open, here is possible socore some kills).

The problem with tanks is that as Comradep says germans have good ambush vehicles to engage at range enemy tanks with no danger for them BUT is not posible because at range the efficiency is low and when enemy close range they fall easy, other point is that for me this TD vehicles need a special rule to increase their "ninja" value, same with AT guns, something like when this units are in non open terrain they can do 1-2 attacks and stay unspoted (in players turn) and in enemy turns maybe 2-3 opportunity fire before be spoted... at least made that this ambush classes can do their job VS enemy tanks, now is strange see how tanks rushing with no infantry support can detect them easy and ruin the long range combat.

Is a question of years, more years and more titles are going to improve the engine... sure.

Maybe release soon PzB2 help it because with west title we can add another point of view in the AT role... we can see in german infantry units better AT weapons like Panzerfaust (organic in the infantry hard attack value) and Panzershcreck (maybe as separate unit??? or inside HA value with range 1) and with tanks fighting at closer range in a terrain with better terrain where cut range ASAP has less impact compared with the open terrain in Kursk.

PD: i know i am like a pimple in the ass but when i like something i enter in Mr Jeckyll and Mr Hyde mode... love and hate in the same body AngelDevilTank7
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RE: Panzer Battles - Kursk Version 1.01 released - by Xaver - 03-17-2015, 11:02 PM

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