I saw some battles in which almost an entire Soviet Tank division of 250 tanks loses more than 90% of its armor. Nato side also loses similar amount of tanks.
Is that feasible? or the parameters of this specific scenario are too bloody?


ORIGINAL: fulcrum28
"everything 2.5 times bloodier than normal" so why we dont play it with normal settings? or you mean 2.5 bloodier than WW2 tank battles?
ORIGINAL: fulcrum28
"everything 2.5 times bloodier than normal" so why we dont play it with normal settings? or you mean 2.5 bloodier than WW2 tank battles?
ORIGINAL: fulcrum28
thank you for your feed-back. My question is whether this kind of bloody combat results for armor are expected in a real conflict at 1979 or it was increased for design reasons?
Turns are half-week. So...if we use the default AD for Whole-Day turn length, these turns have, on average, 3.5 times the combat as Whole-Day turns.ORIGINAL: fulcrum28
"everything 2.5 times bloodier than normal" so why we dont play it with normal settings? or you mean 2.5 bloodier than WW2 tank battles?
ORIGINAL: Curtis Lemay
Turns are half-week. So...if we use the default AD for Whole-Day turn length, these turns have, on average, 3.5 times the combat as Whole-Day turns.
Now wait for Ben to chime in and wag his finger at that. [:D]
I agree with the first statement. But take a look at the first post above: 4.5% losses for squads shown vs. 16.5% losses for tanks shown. Of course, that doesn't account for all factors, but it sure looks like your old claim that armored combat is not affected by the AD is wrong, Ben.ORIGINAL: golden delicious
ORIGINAL: Curtis Lemay
Turns are half-week. So...if we use the default AD for Whole-Day turn length, these turns have, on average, 3.5 times the combat as Whole-Day turns.
Now wait for Ben to chime in and wag his finger at that. [:D]
I only even see this because fulcrum pointed to this thread from somewhere else.
Ultimately "design for effect" is my motto and if this produces the right effect for you then have at it. For myself I find the results become extreme when the AD is moved too far from the middle of the dial.
I love those colors of the UI, which mod are you using?
Is it? Did you test the scenario with a different AD value?Curtis Lemay wrote: Wed Feb 23, 2022 7:44 am
I agree with the first statement. But take a look at the first post above: 4.5% losses for squads shown vs. 16.5% losses for tanks shown. Of course, that doesn't account for all factors, but it sure looks like your old claim that armored combat is not affected by the AD is wrong, Ben.
No. I still haven't done rigorous tests. It just looks like armor is not getting any special break in the above, and I couldn't resist making that observation.golden delicious wrote: Thu Feb 24, 2022 9:30 amIs it? Did you test the scenario with a different AD value?Curtis Lemay wrote: Wed Feb 23, 2022 7:44 am
I agree with the first statement. But take a look at the first post above: 4.5% losses for squads shown vs. 16.5% losses for tanks shown. Of course, that doesn't account for all factors, but it sure looks like your old claim that armored combat is not affected by the AD is wrong, Ben.
I haven't played a lot of modern scenarios but where I have armour seems to basically be toast regardless of the AD.
You may be right- my observation that armour losses seem to remain low even when the AD is low was not based on formal testing.
I've attached a spreadsheet shot showing how it works out, mathematically. Obviously, we can't do fractional ADs yet.fulcrum28 wrote: Thu Feb 24, 2022 4:26 pm Bob, then the generic equation is like:
ADN=10 or ADN=14 as define as "normal" battle
parameter to be set for each scenario (AD)is always relative to this ADN value as follows
AD=ADN/(number of days)
so if ADN=14 and number of days is one week (7 days)
AD to be input in the scenario is AD=2
IS it correct?