Senior Drill
Posts: 199
Joined: 11/21/2007 From: Quantico Status: offline
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Ok, now we are getting somewhere where we can have an informed discussion. For those of you who do not know, M. Hofbauer is an old CC stalwart and an academic type; his research is well researched and his opinions are solidly based in facts. He has rarely, if ever, been proven proven wrong in his 13 year participation in CC forums. That said, let's look at the Panzerschreck data from the original CC TLD workbook that contains the data used in the game. (The Panzerscheck data has not been modified in the beta patches.) The picture is a stripped down version of the Panzerschreck line of data from the Weapons.txt file. Column B: The Primary Target of 1 = Vehicle is good. This is the weapon's primary purpose. Column C: The Valid Target of 2 = Vehicle is debateable. It limits the Panzerscreck to vehicles or AT guns and does not allow it to be used as a bunker buster or against pesky MG nest in a building. This is also the setting for the US Bazooka. I would debate that this should be set to 7= All to allow a player to order a Panzerscheck to target anything. The drawback with this suggestion is that an AT team will fire on infantry for low gain kills and run out of ammo before the tanks are exposed, unless the team is kept on Ambush most of the time and only order to Fire or Defend at the opportune time. Column D: Blast Radius of HEAT = 4 meters. This shows that an exploding warhead can cause significant injury out to 4 meters of the point of impact. Column E: Minimum Range of 8 meters. There is no arming distance delay for a Panzerschrek warhead, but coupled with the Blast Radius, an AT Team could expect some injury or death in firing closer than this based on the game's random probability rolls. Closer means your AT team dies as well, so this number should probably be left alone or even increase to 10 meters. Column F: Fire Direction of 0 = Direct fire. This is in keeping with Hofbauer's research. It's effectiveness is in direct LOS. Plunging fire, like a mortar, would simply waste the few rounds available. Column G: Base Accuracy of 372 = 85% on the Chance512 table before modifiers. This is a one size-fits-all column before the effects of range to target, team experience, morale, available leadership and effects of suppression are applied. It is high, but could be justified by the sighting features available in Jun '44. Columns H, I, J and K: There are random numbers generated on each and every round fired in the CC games and these columns dictate the range to target that one set of modifiers are replaced with the next set of modifiers. The maximum range of the Panzerschreck is listed in the data as 250 meters. It will not fire at a target that is 251 meters away, but your AT team may try to move to close that distance, thereby exposing themselves. The greater the range to target, the less likely a hit may be. Those random numbers also are why a team can be just 30 meters from the target and miss, get only a crew damage, get an immobilization, get a vehicle kill or get a critical, catastrophic vehicle and crew killing hit. Chance. Die rolls. Randomness. Column L: Kill Rating PB HEAT = 160. The penetration of 160mm RHA armor for a rocket propelled warhead is going to be the same for Point Blank, Close, Medium and Long, so only this column is shown. If you can reach out and touch it, the effect of a shaped charge is the same whether the range is 50 meters or 500 meters. Kenetic energy rounds lose penetration potential over distance of travel. Ok, 250 meters max range. Could be well within our so far identified single source's cited range, though it is a bit ambiguous about it. Schrecken does bring up a good point about adjusting for game play. With everything else the games does to each and every round, what would be a good accuracy and max range figure that may belie reality but gives a good battle? As is, I've had to back off my tanks and use more cover while pressing infantry farther forward as a style of play to keep those Panzersheck teams from brewing up my few Shermans that I will need in later battles. The cost to me is a slower advance, higher casualites and more fire on suspected AT positions. Long gone are the CC5 days of the ubermann Stuarts. With those damnable Panzerschreks, some days I eat the bear, some days it eats me. Suggestions?
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< Message edited by Senior Drill -- 10/18/2009 1:52:22 AM >
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C'est magnifique, mais ce n'est pas la guerre.
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