hueglin
Posts: 297
Joined: 6/25/2006 From: Kingston, ON, Canada Status: offline
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quote:
ORIGINAL: tblersch quote:
ORIGINAL: Industrial It is my understanding that the AT value roughly represents the ability of equipment xy to penetrate (AT value) cm of reinforced steel at about 1000m, at least most AT values are in about that range. So a higher ROF shouldn't matter, as it wouldn't increase your ability to defeat a target with a yy mm thick armor. Otherwise the Pz II with it's high ROF from it's 20mm cannon needs its AT value greatly increased Oh, and I don't even want to start arguing how a Sherman with a 17pounder cramped into it should be able to have a higher ROF than a Panther, unless the british were only using midgets in their tank turrets I doubt it's that simple. Don't forget, this is an operational-level game, not a tactical-level game. Tactically, the 75/L70 may have better overall penetrating power than a 17-lbr with APCR. But the Sherman also had a faster turret traverse than the Panther (even the Firefly model), a gun stabilizer (which sometiems even worked), and was more nimble, whereas the Panther had better optics. So even one-on-one, it's not all that clear. Now put them together into units from company to brigade or division size. Then have the units roam around a map grid sized anywhere from 2.5km to 50km. What's the anti-armor value of a Sherman or a Panther in a 100-sq. mi. hex grid? If the AT values represent what you just said...they're almost certainly wrong. But I doubt they do...it's just not that simple when you start looking at it at the coarse level that TOAW represents. You make some good points. Yet another factor to consider, not so much with US/British vs German tanks, is the amount of ammo carried. Some Russian tanks/SPGs only carried 20-30 rnds. Considering that a single vehicle vs vehicle engagement could take 5 or more rounds, that would be another factor in overall AT effectiveness. There is a book by Trevor Dupuy called Numbers, Predictions and War that tries to quantify the value of equipment at an operational level - some very heavy math. Unfortunately it does not break down separate values for anti-personel and anti-tank. As I mentioned in an earlier post, it would be best if we all knew how the original calculations for the game were made. I don't know if anyone every asked Norm, or if its a 'black box' secret. On another note, one thing that adds somewhat to the confusion is the idea of operational vs tactical. While operational art has a variety of definitions - one way to look at it is by command level - decisions involving division to army are operational, decisions involving brigade/regiment and below are tactical (although nowadays the brigade has become an operational level command). If you think about it like this, any TOAW game that has you deciding where coys/bns/regts/bdes are going on the map is tactical. If those games involve enough units to have a divsion or larger force you are also making operational decisions. In my opinion, the only TOAW games that are just operational are ones that have divisions as their smallest base 'unit'. So really, the game is a tactical and operational (and strategic) level simulation that is optimized to simulate the operational level. Dave
< Message edited by hueglin -- 7/4/2006 3:33:11 AM >
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