Armour and Ammunition Quality

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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Drake666
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Armour and Ammunition Quality

Post by Drake666 »

From what I have read, the quality of German armour and ammunition was better then that used by the U.S. and Bratish and a lot better then what was used by the soviets.

Was just wondering if this was taked into account when doing armour and ammunition.

I read about this at Guns & Armour.
http://www.wargamer.org/GvA/index.html

Wild Bill
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Post by Wild Bill »

Most definitely, Drake!

Also taken into account are armor thicknesses, angles and slopes. Its a much more detailed treatment of armor than you have ever seen in SP before.

Paul Vebber will speak to this I am sure. He is the man who did most of it.

Wild Bill

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Paul Vebber
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Post by Paul Vebber »

Ammo penetration is based on two distinct models ,one fo APC (standard capped shot) and HVAP (APCR or "hypershot") uncapped AP had penetration backed off about 15%, while ADPS had minimum range extended to 80% of normal vice 40-60% normal for APCR.

HEAT and HE use a similar "random" function since the result sof both varied so much based on geometry and where exactly the vehicle was struck.

The penetration value was a combination of "book" values from a variety of sources (one of which was wargamer.org, but several others were sthrown in the soup as well) to get a "field value". A set of energy equaions was devised and used to try to normalize those results, since definitons in field trials varied so much. The value used was a combination of teh two values weighting "field" and "theory" nmbers in an "artful" more than scientific way to come up with as "apples to apples" comparison as was possible in the time alloted. Some are based purely on "energy" where no field data exists.

The result is then given a small (+/- 6-8%) shot to shot variation. The goal being to move the "randomness" form a global "big die roll" to a geometry dependant method where the effects were very random where appropriate (ie at large incidence angles), but not very random where there was little randomness (ie perpendicular impact).

Similarly for armor, while quality was not explicitly modeled, in general the Germans were given credit for "better", and the Russians "poorer" and most others in between.



[This message has been edited by Paul Vebber (edited 05-04-2000).]
Drake666
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Post by Drake666 »

Cool guys, To many games just input the armour values and not look at the other stuff like quality of armour.

Just dieing to get my hands on the game now for sure.

Keep up the great work.
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Paul Vebber
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Post by Paul Vebber »

Fionn and I spent a lot of time figuring not just the "book armor and slope" but the effect that the overall arangement had. IT was more subjective than we had hoped, but ended up where it allowed us to take into account things like hatches and MG pintals and other things that "spolied" the surface and reduced the protection somewhat. THis was done more with vehicles we had lots of data on, others were little more than educated guesses form "max and min" armor values, but as we get more info, we will incorporate it!

SO while sometimes the armor and slope may not "look right" there was method to our madness :-)
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