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Bunker-killing abilities not working?

Posted: Wed Jan 10, 2018 12:52 am
by PapaHausser
There are some vehicles with bunker-killing abilities (+5 Attack vs Bunkers), like StuH 42 and Brummbär. If i try to attack a bunker with one of them (StuH 4*. Brummbär 2*), i get always 0:0 or 0:1. I tried different bunkers, again 0:0 or 0:1.
So whats the point with this +5 Att vs bunkers?

Thanks and greetings

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Re: Bunker-killing abilities not working?

Posted: Wed Jan 10, 2018 3:27 am
by huckc
StuH 42 and Brummbär get the bonus but since they're artillery then it's primarily as suppression.

Ctrl + LMB verified :D

Re: Bunker-killing abilities not working?

Posted: Wed Jan 10, 2018 10:08 am
by TSPC37730
If you hit the "L" key immediately after your attack, you should see the attack numbers & die roll results. I'm sure you'll see the +5 modifier that was used in the calculations. The problem is that the StuG IIIb & similar units have attack values that are quite low in the first place. So, modifying them only helps so much.

As an alternative, you can try Pioneer or Fallschirmjäger units. Tanks and anti-tank guns with high hard attack values should also have success. Good luck!

Re: Bunker-killing abilities not working?

Posted: Fri Jan 12, 2018 6:01 pm
by PoorOldSpike
As Professor Boris Karloff once said to a guest in a horror film- "Perhaps you'd care to step into my laboratory for a moment, I'm conducting an experiment that may interest you"
Here's a screenshot from an experiment I'm currently conducting in the editor, trundling an assortment of bunker-killers and tanks up to the Fort and Strongpoint to see what they can do, and monitoring the pre-combat 'Extended Combat Prediction' figure with 'CTRL-click', and likewise monitoring the post-combat figures with key 'L'.
All I can conclude so far is that the "bunker-killing" AFV's big trump card is that the Fort/Strongpoint can't fire back at them even though they're adjacent to it, because presumably they're lobbing their low-velocity shells on a rainbow trajectory over intervening walls, trees and buildings etc from where the F/S can't see them.
Like guys have said, their shells tend to suppress rather than kill, so tactically I envisage them shelling the F/S's to suppress them while an infantry unit or tank moves up in the same turn to finish them off in a neat little combined ops move while they're still dazed..:)
BK's also get a +5 bonus to their hard attack strength against F/S's which further helps to rattle their brains.
(And for the record I think the term "bunker-suppressor" would have been a better label to use in the game than "bunker-killer")

PS- I also used a few tanks in my test and although they certainly have a higher chance of killing some F/S occupants outright (presumably because their high-vel guns have the accuracy to put shots straight through the slit), there's always the risk that the unsuppressed contingent of the F/S occupants might fire back, so it all depends whether we're willing to accept possible tank losses.

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