how to kill tigers?

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axlroselm
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how to kill tigers?

Post by axlroselm »

what is the most efficient way to kill tiger 2? a tiger 2 with artillery support is unstoppable. which tanks in the british and american army can take out tiger 2 (i know historically none).
Rain
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Re: how to kill tigers?

Post by Rain »

axlroselm wrote:what is the most efficient way to kill tiger 2? a tiger 2 with artillery support is unstoppable. which tanks in the british and american army can take out tiger 2 (i know historically none).
Where have you got the fact that Pz VII B "King Tiger" cant't be destroyed by any means of AT weapons. You shoud know that King Tiger had weak side armor and it could be pirced by any AT gun above 75 mm or even less. So i mean Sherman (late versions) and all AT self-propeled guns can simply destroy him by using flanking fire. Anyway, ameros prefered to use airstrikes againts such hard traget.
El_Condoro
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Post by El_Condoro »

I'm pretty sure the OP meant in the game. They tend to be very strong and not easily outflanked.
axlroselm
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Re: how to kill tigers?

Post by axlroselm »

Rain wrote:
axlroselm wrote:what is the most efficient way to kill tiger 2? a tiger 2 with artillery support is unstoppable. which tanks in the british and american army can take out tiger 2 (i know historically none).
Where have you got the fact that Pz VII B "King Tiger" cant't be destroyed by any means of AT weapons. You shoud know that King Tiger had weak side armor and it could be pirced by any AT gun above 75 mm or even less. So i mean Sherman (late versions) and all AT self-propeled guns can simply destroy him by using flanking fire. Anyway, ameros prefered to use airstrikes againts such hard traget.
thanks for the historical info (no sarcasm intended). but i mean best way to kill tigers in the game. i think tigers made germany so strong in multyplayer games.
savic13
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Post by savic13 »

First see post in viewtopic.php?t=26256 , I want to devs make AT guns to behave like AA guns, because in MP tanks are very strong and to balance things AT guns must be made like AA guns and then they be worth buying and behave like defending unit what AT guns is in first place, may be price may go up a little...
axlroselm
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Post by axlroselm »

i dont have problems with king tigers in SP. but MP is a different matter. i think king tigers are almost impossible to kill (you can destroy them but with really high price and effort). i think the best way is to make them very very expensive, so that you cant buy more than one or two. because with current price, german side most of the time is the winner (right now i m plating frozen north in mp and i have 5 tiger 2). or reduce their mobility more or reduce their ammo and fuel.
savic13
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Post by savic13 »

Just because of MP I want to change AT guns behavior, that will balance defense against Tanks and make it much desirable to buy and have wide strategy options. Now in MP 400 unit means nothing because buying Tiger and other heavy tanks is best way to win and Germany is much superior to other options( We have custom MP map in which both side start with same prestige and no start units ). Wright now we have narrow buying options and narrow strategy.Make it wide....AT guns will not be very powerful because infantry will put them away very easily and infantry is cheap and AT guns is not made for attacking roll because of penalty on attacking.
MrFancypants
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Post by MrFancypants »

From what I know TigerIIs could be destroyed even by medium tanks such as the T-34-85. The side armor wasn't invincible and the armor quality of late war tanks low. Lack of mobility and mechanical breakdowns further limited the effectiveness of these tanks. But with their elite crews they still managed to be dangerous adversaries.

I think a problem in this game is that ground defense values of tanks are based on frontal armor. Mobility and terrain doesn't seem to be taken into account very well: a Sherman76 in rugged terrain would probably be better than a TigerII, whereas a TigerII would defeat almost anything in open terrain. Maybe in the future tanks and at-guns can also get a close defense or close attack value that is based on weapon performance and mobility. Another way to take into account the effects of flanking tanks would be to increase the bonus for attacking a tank with multiple units (i.e. one unit keeps a heavy tank busy by threatening a frontal attack while another attacks from the sides or rear).
Kissaki
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Re: how to kill tigers?

Post by Kissaki »

Rain wrote:
axlroselm wrote:what is the most efficient way to kill tiger 2? a tiger 2 with artillery support is unstoppable. which tanks in the british and american army can take out tiger 2 (i know historically none).
Where have you got the fact that Pz VII B "King Tiger" cant't be destroyed by any means of AT weapons. You shoud know that King Tiger had weak side armor and it could be pirced by any AT gun above 75 mm or even less. So i mean Sherman (late versions) and all AT self-propeled guns can simply destroy him by using flanking fire. Anyway, ameros prefered to use airstrikes againts such hard traget.
At 80 mm, I wouldn't call the side armour "weak". Merely not quite as strong as the frontal armour. The steel was not of the best quality, however. It's still PzVI, by the way, same as the regular Tiger. PzVII was the never-realized Löwe.
TheGrayMouser
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Post by TheGrayMouser »

MrFancypants wrote:I think a problem in this game is that ground defense values of tanks are based on frontal armor. Mobility and terrain doesn't seem to be taken into account very well: a Sherman76 in rugged terrain would probably be better than a TigerII, whereas a TigerII would defeat almost anything in open terrain. Maybe in the future tanks and at-guns can also get a close defense or close attack value that is based on weapon performance and mobility. Another way to take into account the effects of flanking tanks would be to increase the bonus for attacking a tank with multiple units (i.e. one unit keeps a heavy tank busy by threatening a frontal attack while another attacks from the sides or rear).
Weapons performance(ie range) is already factored in, to the initiave, you can see from the stats, tanks, especially late war tanks as well as even towed AT guns have very high initiave values....

As for pinning a tank units and getting flank shots? Scale of game is would make that , uuhhh , very undesirable ( 10k per hex)
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