Those damn halftracks! (Full Version)

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Hailstone -> Those damn halftracks! (10/23/2020 12:16:47 AM)

I randomly selected one of my scenarios, "Stalemate at Shlobin", to play when I noticed
the scenario was incomplete. The victory conditions were missing so I went ahead and made
corrections and a few minor modifications then playtested the scenario. That scenario has
about 5-6 halftracks on the attacker's side. During the AI's Defensive Fire turn a heavy
machinegun maintained its ROF to knock out 4 halftracks with STUN results. It occurred to
me that this unit has more flaws than anything else in TotH.

1. Halftracks should have the ability to button-up.
2. Halftracks should be providing +2 DRM to attacks against its CE's.
3. Halftracks should be able to transport!

Halftracks are currently only good to draw fire away from the REAL units. If anybody can
come up with a more flawed unit I'd love to hear it.


I'll resubmit "Stalemate at Shlobin" after I'm done with it. SeeYa[:)]




Big Ivan -> RE: Those damn halftracks! (10/23/2020 4:31:43 AM)

Hey Sam,

They are actually the "Bastards" of almost every game!!

Years ago at the Campaign Series forum at the Blitz there was a very heated argument as to what halftracks were and were not allowed to do and what is their worth.

I for one don't want to delve in what was said, but let's say with your above post,

you are moving in the right direction IMO!!

Big Ivan[;)]




genesismwt -> RE: Those damn halftracks! (10/24/2020 12:25:26 AM)

I feel the whole STUN mechanic is broke in the game. I can't take a tank, let alone a halftrack anywhere unbuttoned, and hope to actually use it. Never in tabletop ASL do I get so many STUNs. If this is following ASL rules, one fire attack should not be able to STUN, only stun.

I have pretty much given up on it. I have switched to LNLTD. It's 80% of ASL/SL/TOTH without the getting bogged down by infinite rules. Bugs can be reported in game and many are addressed and repaired in 24 hours on weekdays. Its not without bugs and warts but it does satisfy that thirst for a tactical squad level WWII through to the 80's level computer game. There is no scenario generator or creator yet, but in the scenarios that include transport, they actually work as transport to ferry troops across the map.







rico21 -> RE: Those damn halftracks! (10/24/2020 10:20:33 AM)

Hi Mike, good to see you again on this forum. You're right about the stunning about toth but I don't agree when you say that LNLTD will release an editor because it already has it internally to do their scenarios in their modules and in their business model of profitability, the general public screenplay editor is not one of them.




genesismwt -> RE: Those damn halftracks! (10/30/2020 5:41:44 PM)

Hi Rico,

I know that Heroes of Stalingrad has an editor, but it's not in the new LNLTD that came out this year. I am only stating what the developer has said is that an editor/ scenario generator is in the works.




UP844 -> RE: Those damn halftracks! (11/1/2020 5:15:03 PM)

quote:

ORIGINAL: genesismwt

I feel the whole STUN mechanic is broke in the game. I can't take a tank, let alone a halftrack anywhere unbuttoned, and hope to actually use it.


Marders, Bisons, US tank destroyers, SP artillery and Armored Cars, SU-76... are so useless one wonders why they were built in thousands of units.

quote:

ORIGINAL: genesismwt

Never in tabletop ASL do I get so many STUNs. If this is following ASL rules, one fire attack should not be able to STUN, only stun.


Neither did I... firing at a CE AFV to STUN it was a last-resort, desperate attempt, not the standard tactics it had become now.

A few days ago I played a game of "Scenario 004 - Counterattack at Bardenberg": the German have 4 halftracks, and all of them became STUNNED within a couple of fire phases. Not one of them was ever able to fire (the ones that were not STUNNED in Defensive Fire, succumbed in the subsequent Fire segment). The scenario turned out to be an easy victory for the Americans and an impossible task for the Germans.

I think something has gone wrong in the implementation of the CE DRM, which should be +2 but appears to be lower, if present at all.
If you use the tool (I do not remember its name) that should give the probability of hurting a target to see what chance you have to hurt a squad in a wooden building (TEM = +2) and a CE halftrack (CE DRM = +2, in theory), the second one is higher than the first.

I reported the bug as soon as it appeared, but I was told it works as intended... [&:]




UP844 -> RE: Those damn halftracks! (11/3/2020 11:31:28 PM)

Just for fun, I set up a small test scenario with a US 1st line squad placed 6 hexes away from a CE 251/1 and four squads in terrain with increasing TEM DRMs (open = 0, woods = +1, wooden building +2, stone building +3).

Using the fire assessment tool, the US squad has the following probability (in percentage) to cause damage to the targets:

251/1 = 50%
open = 58.3%
woods = 50.0%
wooden building = 41.7%
stone building = 33.3%

Assuming the fire assessment tool is correct, the 251/1 is as vulnerable as the squad in the wooda hex, while it should be as vulnerable as the squad in the wooden building.

Both in the IFT and IIFT the minimum roll required to obtain an effect on the target is "8" (72.27%). Moreover, the roll required to obtain a "K" (which should cause a STUN) is "2" or "3", which cannot be obtained with a +2 DRM.



[image]local://upfiles/53779/7079755E2856462796CCDF2F11EE3B2A.jpg[/image]




UP844 -> RE: Those damn halftracks! (11/3/2020 11:34:28 PM)

If someone wants to check what stated in the previous post, here is the scenario, which is named "0000 - Halftrack Test".





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