ogar -> RE: Tank losses (9/2/2015 4:08:51 PM)
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quote: ORIGINAL: governato quote: ORIGINAL: Lobster A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first. As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them. Altering the DF figure 'd achieve something close to that, IF that is possible by the engine. Has anybody tried? I am likely going to set up a little test scenario to try it. ...where is Bob Cross when you need him ;) Looking at the formula that Norm provided in the manual's appendix (19.2.1), I don't see any effect of DF in tank losses. That doesn't mean that there isn't any, just that good ol' Norm didn't mention any. It appears to be entirely a matter of Attacker AT vs Defender Armor. But I've never done rigorous tests. Getting back to the OP - my limited testing/analysis makes me agree with Curtis. Increase the infantry AT values (and if needed, decrease ALL tank/SU/stug armor values, so the armor vs armor is still balanced). I'd look at the eqp Snefens designed for Operation Neva. There are many, many different infantry types and some have high AT values, others not so much. Just be advised that the Neva .eqp has revised values for most entries in it, and these values are usually higher than in most other scenarios. @Lobster Agree with your list of purposes. I've toyed with using marsh/flooded marsh bordered by escarpments, and triggering mine-engineer capable (ferry-bridging teams) units to arrive in the next turn. And that only gets two (maybe, three) out of four on the list. PITA to do even for small scenario.
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