Obsolete
Posts: 1492
Joined: 9/4/2007 Status: offline
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I apologize for not updating this AAR as of late. It’s not that I lost interest (as many AAR’s go), but being the grog-nard that I am, it seems apparent to me that something was off with me not getting proper kills on some of these Ruskies. I’ve sent a save and some details to the programmer for closer examination after going over some of the data. Though there is a good chance it isn’t a flaw with the program itself, but could be a small glitch in the scenario file. This is after all, a NEW scenario. But that’s just one of the many reasons why beta testing takes place. In the meantime, I decided to take some closer examination at some of the Anti-Tank combats in order to try and set up my own decisions to be a little more optimal. I’m more interested in AT here during the DIRECT FIRE phase. To start with the basics, all units capable of AT Direct Fire, can do so from 1 to 3 hexes in distance. That’s a max of 1.5Km. Sound realistic? I’m not really related to Rommel so I don’t know! But since the developer(s) have much more experience in this field, I will simply trust them on this. Naturally, there is a penalty for the distance. And after doing a little bit of Excel examination, it seems the biggest penalty you pay is crossing the gap from the first hex, to the second across. It’s still painful when shooting 3 hexes away, but the difference between 2 & 3 is not as much as 1 & 2. Makes sense to me. Here’s a quick chart (yeah, I know mathematicians all hate the 3-D charts). The vertical axis is the Hit Number. To make things more simple, it’s basically the percentage chance to HIT a score against an enemy unit. So, if our attack strength is less then 15 in total, we would still be able to have an 80% chance of actually hitting an enemy units (at a distance of 1 hex). Now, if that same company was shooting 2 hexes away, that rapidly drops off to just 30%. If now we shot at 3 hexes away, we are left with only a 10% chance. Now you COULD look at these numbers in two separate ways. Technically you’re three times as likely to get a hit at 2 hexes away, than at 3 hexes. And you are a little less than three times as likely to get a hit at 1 hex, versus 2 hexes. (are you with me still?). However, looking at the percentage difference as a whole, you lose 50% accuracy on the first step, while only 20% drops on the last. So look at those numbers which ever way you prefer. Now, bear in mind, scoring a hit here on the random die roll (1-to-100 face die), you don’t automatically get a kill. You are instead forwarded down to another algorithm to determine what damage you actually did occur. Beware that while this other algorithm may score kills, often it will cause quality checks instead, and sometimes neither (no damage occurred). But that my fellow grog-nards, is for another post I think…
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King-Tigers don't let Tiger-I's get over-run.
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