In designing a scenario I am trying to increase the tank/AFV losses due to infantry (flamethrowers, mines, explosives,
falling into a ditch, engine exploding, acts of God etc etc

Any other suggestions?
Moderators: ralphtricky, JAMiAM
Large minefields can be 'simulated' by the contermination hex; but they can't be cleared of course.ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
ORIGINAL: governato
In designing a scenario I am trying to increase the tank/AFV losses due to infantry (flamethrowers, mines, explosives,
falling into a ditch, engine exploding, acts of God etc etc) Is decreasing the DF (not the `DF value', I am aware of the difference) in the editor the way to go? Or does the engine override the value in the editor and just uses DF=5+armor/10 formula as mentioned by Bob Cross in one of his posts?
Any other suggestions?
ORIGINAL: governato
ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
Altering the DF figure 'd achieve something close to that, IF that is possible by the engine. Has anybody tried? I am likely going to set up
a little test scenario to try it.
...where is Bob Cross when you need him![]()
ORIGINAL: Oberst_Klink
Large minefields can be 'simulated' by the contermination hex; but they can't be cleared of course.ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
Klink, Oberst
ORIGINAL: Curtis Lemay
ORIGINAL: Oberst_Klink
Large minefields can be 'simulated' by the contermination hex; but they can't be cleared of course.ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
Klink, Oberst
Actually, as far as I can tell, contamination hexes don't cause losses. Their effect is entirely a movement penalty. And, they expire randomly.
quote:
ORIGINAL: governato
quote:
ORIGINAL: Lobster
A vehicle reliability setting is something that people have asked for before. I would wager the Second Coming will happen first.
As for combat losses, maybe you could increase the AT value of infantry, etc. As for mines, I don't think the game has any. It should but I have never seen any mention of them.
Altering the DF figure 'd achieve something close to that, IF that is possible by the engine. Has anybody tried? I am likely going to set up
a little test scenario to try it.
...where is Bob Cross when you need him
Looking at the formula that Norm provided in the manual's appendix (19.2.1), I don't see any effect of DF in tank losses. That doesn't mean that there isn't any, just that good ol' Norm didn't mention any. It appears to be entirely a matter of Attacker AT vs Defender Armor. But I've never done rigorous tests.
ORIGINAL: ogar
Getting back to the OP - my limited testing/analysis makes me agree with Curtis. Increase the infantry AT values (and if needed, decrease ALL tank/SU/stug armor values, so the armor vs armor is still balanced). I'd look at the eqp Snefens designed for Operation Neva. There are many, many different infantry types and some have high AT values, others not so much. Just be advised that the Neva .eqp has revised values for most entries in it, and these values are usually higher than in most other scenarios.
ORIGINAL: Oberst_Klink
falling into a ditch, engine exploding, acts of God etc etc![]()
ORIGINAL: Lobster
Since not every piece of equipment is created equal a way to make one piece less reliable than another is worth the time. In 1941 on the East Front much of the losses in Soviet tanks was due to their old age and lack of reliability. There were times when half of a units tanks broke down on the way to the battle. But it was the older tanks that suffered most. You can't sort that out with pestilence. I see a lot of people posting about how to kinda sorta in a way it almost looks right stuff. They are redoing the game. Why not get it right? Why do people continue to insist on this work around CRAP when it can all be made to work as it should? Very frustrating.