(10-11-2016, 04:11 AM)phoenix Wrote: Well you can't make tanks face a certain direction in FCRS. Right? But maybe we should be having this discussion over in the matrix forums!
Meanwhile, is there anybody who can answer my original questions, I wonder?
Peter
Hi Peter,
Sorry for the delayed response, I have been busy playing Panzer Battles.
I played quite a bit of FCRS, there is a Matrix post on facing here.
http://www.matrixgames.com/forums/tm.asp...g�
With that said, it really doesn't matter much to the player. The game doesn't give enough feedback to where you would even know it was a factor anymore than a lucky shot from a pistol.
"The only way I got to keep them Tigers busy is to LET THEM SHOOT HOLES IN ME!"
- Oddball from the movie Kelly's Heroes
I do not know why the developers chose to leave out (or in) facing anymore than it is left out in Panzer Battles, but for an operational level game facing is irrelevant to a Commander (which I believe we agree on from the above post). It matters to me as a Tank Commander. I may generally call the target with a flank exposed, but really I would take out the target more critical to the success of my mission or a greater personal threat. As the commander (or S-3 with a commanders intent) I put the plan together and tell them where to go and when they should get there. I'm sure there are a few tankers in the club who can elaborate on this and they are more qualified than me.
In Panzer Battles, you do play a bit of tank commander because you choose the targets you will shoot during your turn. So here are a few things some of the more experience players have taught me. Usually the hard way. So I am not a veteran and maybe, if I get it wrong, one of the Veterans will jump in and tighten up my shot group.
The scenario you describe of an equal Sherman vs Panthers one-two hexes apart is not really playing on any of the strength the Allies have, which is usually numbers. Lots of tanks.
Some rough numbers.
M4: Hard 18/8 Def 13
Firefly: Hard 24/12 Def 12
Panthers: Hard 36/12 Def 25
So numbers wise it doesn't take much to figure out the Panther has the Firefly and M4 beat. The Panthers usually have better morale to add to the problem. A lot can affect these, but I generally do not play with a calculator in hand. For sake of argument without specific scenarios we can just take it at face value and say at a one hex range in the open on level ground you will place your money on the Panthers. Just realize the math isn't always that simple. It is a start.
In a recent game with Gregor, he said something to me that was really obvious, but I was missing completely.
"90 Shermans should be able to take out 10 Stugs."
Well, my 90 Shermans didn't (I forget the exact numbers, but point made). Here are some of the tips players on the ladder have passed on to me because of games like that one (in random order).
1. Can you attack them with a less costly system, artillery, air (watch for AA), or infantry. At least to disrupt.
* In the case of the Americans use an actual Anti armor tank like M10 for example, instead of an M4.
2. Don't be a hero, take cover if you can, behind a hedgerow hexside for example. Shoot him when he is in travel mode. Your advantage, his disadvantage.
3. Use Allied numbers to target a smaller number of Panthers. Either by straight numbers. 90 Shermans vs 10 Panthers or create the advantage by using smoke and/or terrain. He may have 20 Panthers, but only exposed yourself to 10. Even if you do not get a kill, you can add fatigue which reduces their bonuses over time.
4. Use the high ground. From the manual:
The elevation modifier is per elevation change (up to 5). The modifier reduces fire effectiveness when the target is higher and increases the fire effectiveness when the target is lower.
That bonus goes both ways.
5. Disrupting the Panthers reduces their morale (which is usually an A or B, + Quality Modifiers) and halves the firepower. Indirect fire and towed Anti tank guns get a special X2 disruption. Don't forget fatigue, just wear them down.
6. You can assault disrupted Panthers and Tigers too. Works great in close terrain when the Panthers have no infantry. Look at Combined Arms penalty under Assault in the manual. I am still learning this lesson the hard way.
7. In your turn you shoot one unit at a time and all of his Panthers that can see that unit
may shoot your Sherman. 10 Panthers vs 4 Shermans, not good. On his turn, his 4 Panthers getting shot at by 90 of yours in defense fire, real good. Even if you only have a 10% chance for each unit, that may be 30 chances with a Sherman unit made up of 3 tanks each vs his one unit of 4 Panthers. Don't be a target (targets don't shoot back), make sure your opportunity fire is set correctly.
8. I almost forgot, do not over stack. You will lose about 45 of your 90 Shermans while your opponent takes care of your stacking problem from a higher elevation. Just sayin'
As far as range, how many hexes, it seems to me you have to balance firepower vs defense. To my knowledge the defense value does not change due to range (?) so moving back to the 3-4 hex range may help with survive-ability. His numbers are higher so any multiplication has a greater effect. 36/2 = 18 point loss for Panther, 18/2 = 9 point loss for Sherman. Just my thought, maybe someone with more experience with the math can chime in on this one.
So Peter, that is my take on it after 30 + games or so. It isn't specific and doesn't cover everything. We may even find out whether I am on track or not. I will admit I am still losing Shermans like they are being mass produced by an American Arsenal for Democracy, but not as many as I used too, thanks to some help from the great players here at the Blitz.
Hopefully this will generate some more tricks, tips, and discussion.
Have a great day.
Gris.