Rate Of Fire.

A forum to discuss custom scenarios, campaigns and modding in general.

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4kEY
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 379
Joined: Wed Feb 15, 2012 12:57 am

Rate Of Fire.

Post by 4kEY »

Is there any definite answer to the difference between a unit WITH a specific rate of fire, and a unit WITHOUT a specific rate of fire?
deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1140
Joined: Thu Aug 11, 2011 11:00 pm

Re: Rate Of Fire.

Post by deducter »

Yes. A unit without a specific rate of fire means it has a ROF = 10.

ROF determines how many dice rolls (possible kills or suppression) in combat are available given the current strength of the unit, by multiplying the unit strength and rounding down. Examples:

Strength = 10, ROF = 9
dice rolls = 10 x .9 = 9

Strength = 11, ROF= 9
dice rolls of 11 x.9 = 9.9 rounded down = 9

Strength = 10, ROF= 11
dice rolls = 10 x 1.1 = 11
4kEY
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 379
Joined: Wed Feb 15, 2012 12:57 am

Re: Rate Of Fire.

Post by 4kEY »

Thanks, deducter.

Do you reduce the ROF for heavy tanks in your mod?
deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1140
Joined: Thu Aug 11, 2011 11:00 pm

Re: Rate Of Fire.

Post by deducter »

4kEY wrote:Thanks, deducter.

Do you reduce the ROF for heavy tanks in your mod?
No. I found the best and arguably most realistic solution is to implement an experience penalty for upgrading outside of families, such that a 400 exp Panzer III upgraded to a Tiger I will have 150 exp remaining. I reduced fuel and ammunition significantly to simulate mechanical troubles, so Tigers and early Panthers will tend to stall out when attacking. I also increased the price significantly. A Tiger I is 1320 prestige.
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