Tanks Must be Careful at the Beach

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Panzer Capta
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Tanks Must be Careful at the Beach

Post by Panzer Capta »

In a recent beach assault scenerio i lost two precious tanks in shallow water.....it was due to engines flooding out. Although i am only part way through the scenerio, are these tanks lost for good? Secondly, for future reference, how does one avoid a tank from being immobilized from engines flooded with seawater? Geesh, these amphibious assaults are tough enough with the tanks!!!!!

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Flashfyre
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Post by Flashfyre »

I think that engine flooding is a breakdown, but I'm not sure how fixable in gametime. I had a couple of Sherman's get flooded in shallow water, during a river crossing, in view of the German panzers. Both got brewed up, so I never got to see if they repaired themselves.

The only way I know to avoid this is to buy tanks with a "swim" value. That makes them amphibs, and are designed to travel in shallow water.

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AmmoSgt
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Post by AmmoSgt »

Only Had this Happen once long campaign US December 42. Tank was Maneuvering on the beach to avoid a mine field... it was out for the whole game..but the crew Heroicly stayed with it and bravely ate K rations thru the whole battle
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Charles22
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Post by Charles22 »

On the subject of breakdowns, during my somewhat limited play I've noticed that I've never seen an immobilised vehicle, other than SP AA get fixed, unless it's the very last turn. The SP AAs I've seen go down, in both cases, went immobilised one turn, and the turn after that were fixed. Probably not a bug, but I have to wonder why with all the breakdowns I've seen, I've maybe seen one or two main guns/mgs get fixed, SP AA immobilisations fixed 100% of the time on the next turn, and all other immobilisations only one the last turn (though most of my battles are lass than 20 turns long). Now if only I could get those SP AA crews to get out of the vehicle and fix the other immobilisations. Those dudes must have real mechanics in them (sure would be neat to see little mechanic sections). Image
Charles22
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Post by Charles22 »

BTW, perhaps that's the answer to what has been bandied around as our "too high breakdown rate", is to leave it as it is (or higher) and have little mechanic sections to fix them at twice the rate the crews have been doing?
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Warhorse
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Post by Warhorse »

Interesting, I've seen many vehicles get repaired, but NEVER saw a single weapon repaired yet??!! I turn that option off periodically now, just too much hassle to have things break down and never get fixed. I do leave on the vehicle breakdown though.

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skukko
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Post by skukko »

Flooded out vehicles get back to duty faster than due to mechanical failure. It's almost safe to drive whatever vehicle at shallow water. What bothers me is that when paras fall in the river, water, they don't get admittedly their rafts. AT-teams, mortars and Mg:s stay in the water, they can't either swim or they are not capable of pop out raft.
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Wild Bill
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Post by Wild Bill »

I've seen both repaired, weapons and vehicle breakdowns, but I think it is dependent upon also the units experience #,

Even immobilized tanks in water sometimes get cranked back up. But I would not count on them! Image

Wild Bill

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Flashfyre
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Post by Flashfyre »

I've seen mud-stuck tanks get dug out, tanks immobile in trees fix themselves, even tracks with suspension damage repair and continue on to fight. However, I have yet to see a weapon come back on-line after malfunctioning. Mortars broken, main guns jammed, MGs busted, even hand grenades(:eek Imagestop working. None have ever been repaired during battle.

BTW...how exactly do hand grenades malfunction? Does the pin get stuck? Image

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Igor
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Post by Igor »

Erm...Sarge...are these the regular grenades, or the booby trap ones with the 1/10th second fuse we're supposed to leave behind for Gerry to find...?
BA Evans
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Post by BA Evans »

I as well have never had a weapon get repaired. Maybe I am just unlucky?

BA Evans
Charles22
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Post by Charles22 »

The grenades become defective because some dummy grenades got mixed into the batch. So, say your platoon got a supply of grenades, off a box from a pallet of grenades, and you throw one and it doesn't go off, and figure that dummy grenades got mixed in. Do you stop throwing grenades because they might all be dummies? Maybe for the sake of authenticity, you could allow the platoon to still throw dummy or broken grenades, but they would only carry the sound of a rock hitting the ground with no adverse effects for the enemy (unless it hit one of them hard enough in the eye) Image
Casualty
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Post by Casualty »

No repaired weapons...
Mortars and grenades are not that sophisticated weapon systems? Image
Flashfyre
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Post by Flashfyre »

The grenades become defective because some dummy grenades got mixed into the batch. So, say your platoon got a supply of grenades, off a box from a pallet of grenades, and you throw one and it doesn't go off, and figure that dummy grenades got mixed in.
So, that means that 5 squads, out of 4 companies of Marines, picked up the wrong box????
Uhhh....are you trying to say the Marines are stoopid? Image

You'd think that even if they were dummy grenades, getting beaned in the head by one would make you a casualty, right?

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