UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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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...
< Message edited by UP844 -- 11/1/2020 5:21:09 PM >
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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