Paul Saunders -> (9/23/2000 11:53:00 AM)
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Very interesting. I'm no expert on this but I'd just like to add a few points.
1) As you suggested, the greater the angle the greater the chance of ricochet, so a side hit at 30 degrees is far more likely to bounce off. I think this more than compensates for the thinness of the armour.
2) APCR, in spite of having a higher penetration potential, has a much higher chance of ricochet. Tanks armed with this tend to use it first in a battle making the initial contact with enemy tanks more dangerous. Because of this it's even more important to angle your tanks in the early stages of a battle. Later on, when they've run out of APCR, angling becomes less important for tanks with thin side armour.
3) Whilst your calculations seem fairly sound, bear in mind that the game throws in a random factor to the angle. This is to represent the fact that moving tanks won't always be at exactly the same angle, due to undulations in the ground, small directional changes etc. Even stationary tanks are assumed to make small positional changes.
Also, a 50 metre hex is a pretty large area and a tank could occupy any position within that hex (the actual size of the tank is much smaller than the icon suggests - the scale is wrong). Different positions within a hex would mean different angles.
Additionally, slight changes in your aim would result in hitting a different part of the tank, which again would mean a slight difference in angle.
Anyway, the upshot of all this is that if you fire at the same tank at the same angle repeadedly, you'll notice (if you look at the hex info box) that the effective armour thickness changes each time you hit the target.
This prevents the whole business of armour penetration becoming the exact science that your post implies. Whilst your mathematics are very useful as a guideline, the random factor allows for "lucky" shots, so it's best not to take the maths too literally.
My experience is that the random factor tends to produce more non-penetrations and ricochets rather than damaging hits, so it tends to work in the target's favour.
Having said that, it can sometimes be a good idea to fire repeatedly at a strong tank even if you have little or no chance of penetrating the armour. This is partially due to the small chance of a critical hit, but mainly due to the fact that external systems can be damaged - optics, guns, radio masts, suspension etc. and also the crew can be stunned etc.
I've tried repeatedly pounding King Tigers with Shermans until many were damaged to the point that they were no longer effective as fighting machines. Of course I lost a lot of Shermans in the process...
The moral of this story is that there's more to AFV tactics than just working out the maths. The maths are certainly interesting and a good guideline, but remember bouncing APCR, the random factor, critical hits and external systems damage.
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