It appears this excellent game has a very brief manual. I have been trying to work out what things mean and would love to have people post bits they have uncovered themselves, or they have heard from others.
I noticed some infantry have little packs of dynamite, this appears to be the number of tank attacks they can carry out? I think they can still assault infantry when these run out. Don't know if they give a bonus to infantry?
I have noticed the number of times a unit fires in reactive fire tends to differ. I believe I read on the wargamer.com that the number of shots was 1+ any unused shots from previous turn + extra one if some form of veteran?
Some of my veteran tanks come up with a high accuracy shot that has twice the chance of hitting, there does not appear to be any down side to taking this higher accuracy shot?
Very broadly it looks as though maybe the armour value of tanks is roughly their equivalent frontal armour in millimeteres? Likewise the anti tank value of a gun appears to be roughly the armour piercing capability of the gun in millimetres at what 500 metres? 1,000 metres??
I have noticed in the desert campaign that some quite low power italian AT guns that don't appear to be able to penetrate the front of a Matilda II's armour does infact blow up Matilda several times. I'm fine with that but wondered what the rationale was? Are they getting in flank shots, or do you always get a small chance of a critical hit. I don't need to know the answer to the 3rd decimal place, but roughly what is happening would be good.
If anyone could add to the above, and correct all the things i have guessed wrong that would be really helpful.
I don't think we need a 200 page manual but perhaps another 2-3 pages of how things work would be quite nice...
Andy
Rules that are not in the Manual?
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1. Dynamite - these are satchel charges for assaulting buildings and strong points.
2. # of times firing is a promotion perk for experienced units.
3. I think improved accuracy is also a promotion - but not certain.
4. Agree with you on the 'more info about shot penetration' would be nice, but I'm thankful my little 2-pounders occassionally penetrate the Panzer IV's armor too.
2. # of times firing is a promotion perk for experienced units.
3. I think improved accuracy is also a promotion - but not certain.
4. Agree with you on the 'more info about shot penetration' would be nice, but I'm thankful my little 2-pounders occassionally penetrate the Panzer IV's armor too.
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Are you suggesting that the "Dynamite" is NOT used to assault tanks? or is it used for tanks and buildings? I thought the later but not sure.
I don't really need the mathematical formula for calculating armour penetration. But it would be interesting to know for example whether they include hull facing and turret facing, just one, neither, that kind of thing.
I don't really need the mathematical formula for calculating armour penetration. But it would be interesting to know for example whether they include hull facing and turret facing, just one, neither, that kind of thing.
Well you can't just take the power rating for a 2-pounder and then look at the armour rating of a Matilda and then guesstimate if it can be penetrated.
Even a reported chance of 0% often can still destroy a unit. This is because a weak % to hit, combined with a weak percentage to penetrate, has a way often of coming to less than 1%, but still has a theoretical chance
Also, movement of the enemy has numerous effects on your chances as well, including your own status.
Even a reported chance of 0% often can still destroy a unit. This is because a weak % to hit, combined with a weak percentage to penetrate, has a way often of coming to less than 1%, but still has a theoretical chance


Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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The data for such figures can be found in the Squads.csv. Armour Values can be found in Armour[0],Armour[1],Armour[2],Armour[3]
For a king tiger for example, they are 140,105,90,40 respectively. So I assume Front,sides rear and top.
The beauty is that all these values can be changed for custom scenarios. Just a casual glance through the file helps to understand how the game works.
It would be interesting to know on what the rationale behind these figures is.
For a king tiger for example, they are 140,105,90,40 respectively. So I assume Front,sides rear and top.
The beauty is that all these values can be changed for custom scenarios. Just a casual glance through the file helps to understand how the game works.
It would be interesting to know on what the rationale behind these figures is.
experience!
Especially used by "experienced" infantry units!

