Charles22 -> (9/13/2000 12:51:00 AM)
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Dave R is correct, trying to crew another vehicle is so much futile effort. If the original vehicle wasn't destroyed, just keep the crew laying low for a while, if you have any hopes of trying to recrew it. If you sent some infantry in front of the hex to lay some smoke, this would certainly help the possibility a bit.
That brings to mind a strategy which I've never implemented, though has some merit, and that is to place some 2-4 infantry squads in various areas between the general front and the tank, with the idea that should the really most precious tanks get damaged seriously, that the accompanying infantry can then lay a thick wall of smoke to allow safe and east passage for the crew (for escaping as well as getting back to it).
I have a question, though I think I know the answer. I recall that it was stated that the crew needs to be inside the tank for a repair to be done, but what if they abandon it? Given the statement of the rule, this lends one to think that only that crew, can repair that tank. Even so, if the tank is abandoned by whatever means, does that disqualify repair, even should that crew recrew it later? Also, if it can be repaired upon recrewing, does the turns to repair reset, or does it resume from where it left off from before? In other words, If the vehicle was damaged on turn 3, the crew sat in it for 3 more turns, and then abandoned, would their recrewing after this abandonment be 4 turns into the repair (accumulated repair turns), or back to turn 1 of the repair process again?
Can y'all give us a formula (though there are doubtless random factors involved), on the likelihood of malfunction? I ask because some of us don't know just how many times you can fire within a certain timeframe and it not dramatically increase the odds of a malfunction (though in RL, it could happen the first round). Also, from what I've seen, the game seems to suggest that malfuctions will occur only in opfire, or in any case the opfire greatly enhances the odds of it happening, but I hace seen player fire malfunction. If it's wise to get really precise with this stuff, people, as I am now, are going to want to keep track of how many rounds one or more tanks have expended per turn (and perhaps overall) in order to wisely reduce the risk of malfunction.
BTW, would the 37L46, for instance, as an AT gun, malfunction less frequently than a tank mounted one? Also, towed guns generally have larger crews, are they more apt to repair quicker? Ah, there's so much strategy that could go into picking your forces, if indeed there is a marked difference in reliability between how they're mounted. Think about it. Even the mere fact that a towed gun can be repaired, even on the defensive, would add to the consideration for getting transport (to get it out of the heat until it's repaired).
One last question: Paul mentioned that repairs will be noted on the log (great log there!), but will the log ever tell us that the crews have found the repair unmanageable? It seems that such an evaluation might be made pretty quickly in some respects. My, my, my, every little twist and turn adds so much more to the strategies.
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