
It gives the most likely result already. Any other result would be less likely to occur therfore less accurate! I don't know how else to explain it

The only way to make it more accurate is to change the mechanics and this is not going to happen.
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I think we understand youiainmcneil wrote:The point is it can't be more accurate![]()
It gives the most likely result already. Any other result would be less likely to occur therfore less accurate! I don't know how else to explain it
The only way to make it more accurate is to change the mechanics and this is not going to happen.
I too notice that Dingo's, Matilda I's and allied infantry out in the open all do too much damage to tanks out in the open, when such units shouldn't even penetrate armour (armed only with MG's). Somehow units with a hard attack of 1 can still hit enemy armour hard in this game and its not accurate. Not sure how much of it has to do with the random generator though. Something is wrong with the combat mechanics in this situation. You never saw such results in Panzer Generalam aware of the randomness but i swear the original campaign was more balanced. I´m playing DLC 40 and sometimes i would like to throw the game across the window. Odds results here and there are fun but watching those pesky Dingos & Matildas attacking my Panzers III&IV every turn....it get on my nerves. Try to do that with a Panzer I and you get crushed. Not fair.
Not exactly. Max hits actually depends on unit strength, suppression, initiative and rate of fire. It's not always 10. If you're attacking a 12-strength unit that has 6 suppression hits already on it, and where you are guaranteed to have an initiative advantage of at least +3, then max hits is only 4, if I've done my maths properly...iainmcneil wrote:The problem is that any combat has a chance of 10 hits for either side so showing the max hits would always be the same - 10.
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Not true, this assumes during your combat rolls your unit actually kills/or suppresses at least 2 strength points. The max hit is still 6 in your case.Not exactly. Max hits actually depends on unit strength, suppression, initiative and rate of fire. It's not always 10. If you're attacking a 12-strength unit that has 6 suppression hits already on it, and where you are guaranteed to have an initiative advantage of at least +3, then max hits is only 4, if I've done my maths properly...
No, I meant if the defender had suppression hits already on it prior to your attack. Ie, you fire your artillery, see that it has gotten 6 suppression hits, and are then considering whether to follow-up with an infantry or tank attack. You know the six suppression hits are definite.deducter wrote:Not true, this assumes during your combat rolls your unit actually kills/or suppresses at least 2 strength points. The max hit is still 6 in your case.Not exactly. Max hits actually depends on unit strength, suppression, initiative and rate of fire. It's not always 10. If you're attacking a 12-strength unit that has 6 suppression hits already on it, and where you are guaranteed to have an initiative advantage of at least +3, then max hits is only 4, if I've done my maths properly...
I'm actually not 100% clear on how initiative works, hopefully one of the devs or another knowledgeable player can verify what I'm about to say.Sourdust wrote:deducter wrote:Not true, this assumes during your combat rolls your unit actually kills/or suppresses at least 2 strength points. The max hit is still 6 in your case.Not exactly. Max hits actually depends on unit strength, suppression, initiative and rate of fire. It's not always 10. If you're attacking a 12-strength unit that has 6 suppression hits already on it, and where you are guaranteed to have an initiative advantage of at least +3, then max hits is only 4, if I've done my maths properly...