DanNeely
Posts: 489
Joined: 10/18/2005 Status: offline
|
1) Both are used in attack and defense. The attack values on each piece of equipment/etc in the unit determine how effective it is at killing enemy equipment, the defense values determine how likely it is to survive being shot at. The big numbers on the counters are effectively totals for everything inside the unit, but each fires individually, so that 100x heavy machine guns with anti tank values of 1 can't mass their fire and kill a WW2 or later tank (excluding things that were basically armored cars on tracks but called tanks to make them sound better, eg a lot of WW2 Italian and Japanese models). 2) Artillery (and HQs) both fire at the same level of effectiveness (50% of if they were ordered to bombard directly) in tactical reserve and while dugin/etc; but being dug in gives substantial defensive advantages. The caveat is that digging in uses all of your moves for the turn, so you generally want to wait until you've got the guns to their final position before digging in. 3) The stats for the Su-2 are the values for each individual aircraft in the unit, the ones for the unit as a whole are the sum of them for all the equipment in the unit scaled relative to the other units in the scenario and rounded to the nearest integer with a minimum value of 1. Basically its more like 0.5, 0.5, 0.5, 0.5, 2 but with all the 0.5's rounded up to 1 for display. If the bomber unit kept the same number of aircraft, but the biggest ground units you had were regiments instead of divisions the air units numbers would be ~3-5x larger; but in most TOAW scales individual air units have relatively low headline stat values.
_____________________________
Did you ever see history portrayed as an old man ... weighing all things in the balance of reason? Is not [it] an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful? --Zachris Topelius
|