rmeckman
Posts: 49
Joined: 8/18/2019 Status: offline
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I'm new to this forum but have a possible explanation for the frequent evaporation of coastal batteries when they fire on ships. I came across the problem while attempting to modify the Weserubung scenario to use the new naval rules. When ships come within range of a coastal fortress, the fortress guns fire on the ships using the naval combat procedure, just as one expects. However, the ships' counterbattery fire on the fortress is also resolved using the naval combat procedure rather than the land bombardment rules. Each piece of equipment in the fort is treated as a ship in the counterbattery combat resolution. As an example, shown below are some lines from the TOAW log file after the German cruiser Königsberg comes within range of a Norwegian coastal fortress. The fortress has already fired, and the Königsberg has been allocated counterbattery shots on the fortress using the naval formula. One of those shots is targeted at a Norwegian infantry squad within the fortress, and here are the results in the log: FleetCombat: Target Unit Leröy Fort. FleetCombat: Target Equipment NO Landvern Squad. FleetCombat: Chance shock hit rnd(1,75)*100>rnd(1,65)*100. FleetCombat: Weather Modifiers Total = 0.700000 Source(13) = 0.330000, Target(11) = 0.660000. FleetCombat: Chance guns hit range 5.000000. FleetCombat: Chance guns hit .86(odds)*.70(weather). FleetCombat: Chance guns hit 60>rnd(1,100). FleetCombat: Damage 1 hit 42>rnd(1,2). Combat : NO Landvern Squad destroyed. (specificAttrit=1) FleetCombat: Penetration hit rnd(1,42/2)>rnd(1,0). FleetCombat: Penetration 2 hit 3 = rnd(1,4)*rnd(1,50)/21. FleetCombat: Critical chance 1 Combat : NO Landvern Squad destroyed. (specificAttrit=1) Combat : NO Landvern Squad destroyed. (specificAttrit=1) Combat : NO Landvern Squad destroyed. (specificAttrit=1) The first hit check is made assuming the squad is a ship with an agility of 65. The second hit check is resolved normally using range, weather, and the Königsberg's accuracy. Next, the 1% damage check is performed assuming the squad has a durability in the 20s. This 1% damage immediately "sinks" the squad. Penetration is computed assuming an armor rating of zero, which causes 3% more damage; that damage is assessed by eliminating three more squads. All other equipment in the fortress is treated the same way as this squad. In essence, the ships' counterbattery fire treats the fortress equipment as a flotilla of easily sinkable ships. In most scenarios, the naval rules generate more than enough shots in one counterbattery firing round to "sink" all the equipment in the fortress and cause it to evaporate.
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