Supervisor
Posts: 5166
Joined: 3/2/2004 Status: offline
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Prior to the 7.1 game engine grenades had lost most of there effect on soft targets. As part of the corrected splash damage routine in 7.1 gerandes will now be more effective against soft targets finally producing some sort of body count as opposed to none at all. Here is Paul V said about ski troops and mine clearing abilities maybe if can help shed some light. " I guess I'm at a loss for why ski troops should have mine clearing ability? That is a class definition issue and the decision was made that ski troops don't clear mines. Ski troops get extra movment on snow terrain. IF you want you can just make them regular infantry with bonus movement, but then they wil lget the bonuis even when there is no snow. And they will show up in egualr infantry formations. There is no way to user modifier class characteristics in SP:WaW. We have added that capability in CL. SP has always had two damage routine, one that inflicts casualties on the target and one that inflicts casualties on units near the target. When the routines where chaged to allow damage to units in nearby hexes by large ordnance, the fact that the target was never checked for this "splash damage" lead to the odd effect of a "bubble of invulnerability" being erected around them. It took quite a while to figure this out and how to change it. So now when you shoot at a target, it is no longer exempted from the "collateral damage" routine if you miss it. THis can lead to a suppression check in some cases and added suppression. I played several scenarios last night, on both default and modified settins. Also came to a new set of "favorite" pref mods (inf toughness on 150, HE v soft and HE v Hard at 75%, spotting at 67, rout/rally at 80 and hitting at 85). Your milage will vary. At the default, infantry that is not "dig -in" is very susceptable to HE - a few rounds of 150mm will send whole platoons scattering in disarray, especially if moving. The increased inf tough keep casualties signifcantly lower but they get suppressed easier and stay suppressed longer. In one case I sent a platoon of Tigers against a Copany of Soviet infantry. The tigers began spread out with 3 hexes between them and when the Soviets opened up on them were significantly shaken. All but one rallied back to fighting the trim, the other took a few minutes to regain its bearing and coordination with the others. THey manueved to a flank and while they were averaging 20-30 suppression after rallying, they managed to wipe out the Soviet infantry without taking a loss. Lots of searching fire, and a few retreats after 20 or 30 shots from a platoon, but mutual support and overruns put the Soviets to flight. especially once the ATR;s were goen and they were subject to tank fright. Several times simply moving the Tiger adjacent meant the defends broke and ran for it. Two unsuccessful assaults had me change to stand off tacics once they were put to flight and easily detected in the open. I can see why the MC developers liek the current defaults. MC games move quickly and result in ocassional bloddy noses for the germans. Bill Trotter agrees in his recent magazine column, praising the MCs. In scenarios too, the "higher stakes" of bloodier combat seems right in many cases. Other times I like the mod settings mentioned above. Particularly in regualr Campaign play, where I painstakingly try to balance speed and casualties. The less bloody results also tend to be more forgiving of misclicks and tactical miscues. We have tried to give you as much control as we can, and be responsive, but it has been a twin edged sword, with changes spinning off bugs and responding to one group alienating another. We keep plugging along, understanding why most companies work behind closed doors..."
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