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Bogging chance?
Posted: Mon Aug 02, 2010 5:08 am
by pomakli
While some AT guns, like 37 mm. and 75 mm. has no bogging chance, some, like 2pdr. or 57 m. has 25 % bogging chance!!
How was it calculated?
Posted: Mon Aug 02, 2010 5:09 am
by Obsolete
Don't think that's possible since a 2-pdr can't move.
Yes, but!
Posted: Mon Aug 02, 2010 5:12 am
by pomakli
Obsolete wrote:Don't think that's possible since a 2-pdr can't move.
You are right!
But due to the squads excel file has it 25 % chance!

Posted: Mon Aug 02, 2010 9:39 am
by IainMcNeil
It is probably a msiatke but is not used so ignore it.
Then..
Posted: Mon Aug 02, 2010 11:03 am
by pomakli
is it calculated?
Posted: Mon Aug 02, 2010 12:50 pm
by IainMcNeil
If you are off road at the start of your turn it should be the chance of getting bogeed. The idea is to make values extreme and noticable. E.g. A tiger has a high chance to break down - much higher than it should in reality so that it becomes a significant gameplay maechanic you plan around rather than something you see once every few games.
Posted: Mon Aug 02, 2010 9:12 pm
by collegeprof86
Since you already have being bogged as an item in the game, can you allow for a given wheeled or tracked unit to take damage, and become bogged due to say a flank hit on the wheels or track? It would simulate the effects of a hit on the sife, enough to immobilize the unit, but not enough to kill it.... would be a lot easier target to take out! Just an idea.
Love the game, even if that last desert scenario continues to bite me.... the last round, I got within 3 squares of the final VP before time expired ! ouch lol!
Posted: Tue Aug 03, 2010 10:25 am
by IainMcNeil
We decided against immobilized units but adding them in scripts is pretty easy if modders wanted to. The issue is clearly showing a user that a unit is immobilized.