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Ok you know there's a problem....
Posted: Thu Dec 11, 2008 3:03 am
by V22 Osprey
when an M4A1 platoon takes out a Panzer IVH platoon in 1 shot twice in a row.[X(]
I was just playing the Bootcamp 3 in West Front, happy to have the 2 tank platoons since my Major(Commander) and a rifle platoon on hill 121 had spotted the enemy tanks.I move in position and my tanks get wiped out in 1 turn.[8|]
If it was a M4 with a 76mm I could understand, but an M4A1 with that crappy little gun.....psh.....
Please tell me this is a bug as I was showing my cousin how to play...and that made me look pretty darn stupid.[:@]
RE: Ok you know there's a problem....
Posted: Thu Dec 11, 2008 4:47 pm
by Arkady
I don't understand why people blame their own poor strategy and tactic mistakes to software bugs [8D]
situation description, please :
- distance
- facing
- elevation
- enemy platoon strength
RE: Ok you know there's a problem....
Posted: Thu Dec 11, 2008 5:23 pm
by countblue
Bear in mind:
The Mark IV isnt that good a tank in terms of armor, sidehits and hits to the back could be lethal even with an 5cm.
Solution:
I recommend replaying the turn a couple of times and draw a statistic over the different outcomes.
If the statistics show this outcome you had as a "spike" its ok, but if this is regular AKA the "average" its somehow flabbergasting.
You know the "lucky" hit and all that.
my .02
CB
RE: Ok you know there's a problem....
Posted: Thu Dec 11, 2008 7:27 pm
by e_barkmann
and of course the reverse situation is rarely spoken about as a problem - ie when your tanks overwhelm a superior enemy force - that's always put down to the fighting spirit of your men and your generalship
cheers
RE: Ok you know there's a problem....
Posted: Thu Dec 11, 2008 9:26 pm
by V22 Osprey
Situation:
1 platoon was 4 hexes away in a village hex.
2nd platoon was 1 hex away in the forest.
As a full-time 2d view player I don't have armor facing on.
RE: Ok you know there's a problem....
Posted: Fri Dec 12, 2008 12:32 pm
by GHQ
A long way from invincible the MkIV and it doesn't necessarily mean they've it's been destroyed, the wreck represents just put out of action.
That's something the 75mm was quite capable of doing
Many tanks were recoverable and repairable depending on who owned the battlefield in at the end of the encounter.
RE: Ok you know there's a problem....
Posted: Fri Dec 12, 2008 2:49 pm
by PaladinSix
Many tanks were recoverable and repairable depending on who owned the battlefield in at the end of the encounter.
And that's an important point which the game engine does not reflect, which makes armor losses particularly frustrating in a campaign game.
Paladinsix
RE: Ok you know there's a problem....
Posted: Tue Dec 16, 2008 11:28 am
by simovitch
ORIGINAL: PaladinSix
Many tanks were recoverable and repairable depending on who owned the battlefield in at the end of the encounter.
And that's an important point which the game engine does not reflect, which makes armor losses particularly frustrating in a campaign game.
Paladinsix
This, and other features (like penalties to the AI forces for losing missions, and manual force selection) can be accomplished if someone with programming experience would just sit down and look at the data structure of the Dynamic Campaign Game. Unfortunately I have niether the time or programming abilities to do such a thing. It took a lot of effort to develop the
Creating and Modifying a DCG.pdf document, but no one seems to be doing anything with it.
RE: Ok you know there's a problem....
Posted: Tue Dec 16, 2008 11:43 am
by junk2drive
Actually I read your pdf. Thanks for doing it. I'm still pondering what to do and was going to post some questions after trying a couple of things first. I need to finish my current DCG first so that I don't overwrite my save files.
RE: Ok you know there's a problem....
Posted: Tue Dec 16, 2008 7:18 pm
by umbro
ORIGINAL: V22 Osprey
when an M4A1 platoon takes out a Panzer IVH platoon in 1 shot twice in a row.[X(]
1. The PzIVH platoons in this scenario have only 1 vehicle in them. The M4A1 platoon has 3 tanks in it.
2. The first shot at 4 hexes is 3(SPs) @ 14 (atkstr at 4 hexes vs. Hard) : 7 (MkIV def str) [assuming no terrain)
The attacker has a 38% chance of inflicting at least one SP loss and therefore destroying the platoon.
3. The second shot is 3 @ 18 : 7 and has a similar chance of inflicting one SP loss (~39%)
Thus the chance of two shots taking out two PzIVHs in two different platoons is ~15% Lucky, but hardly extra-ordinary.
umbro
RE: Ok you know there's a problem....
Posted: Tue Dec 16, 2008 9:20 pm
by V22 Osprey
''The PzIVH platoons in this scenario have only 1 vehicle in them.''
-umbro
Oh, duh.That explains it.My bad.
RE: Ok you know there's a problem....
Posted: Wed Dec 17, 2008 6:17 pm
by Arkady
ORIGINAL: simovitch
ORIGINAL: PaladinSix
Many tanks were recoverable and repairable depending on who owned the battlefield in at the end of the encounter.
And that's an important point which the game engine does not reflect, which makes armor losses particularly frustrating in a campaign game.
Paladinsix
This, and other features (like penalties to the AI forces for losing missions, and manual force selection) can be accomplished if someone with programming experience would just sit down and look at the data structure of the Dynamic Campaign Game. Unfortunately I have niether the time or programming abilities to do such a thing. It took a lot of effort to develop the
Creating and Modifying a DCG.pdf document, but no one seems to be doing anything with it.
I have the skills but I do not have the time [:(]
I've idea and few notes about "Campaign Track", something similar to Steel Panther's Megacampaign or campaign games in HPS Napoleonic Wars with strategic decisions, repairs and reinforcements etc.
Unfortunately no time to do it now, I want finish my CS Army mod first before I start anything new. My current time plan is 3 month at least to finish the mod.
RE: Ok you know there's a problem....
Posted: Wed Dec 17, 2008 7:54 pm
by Warhorse
Richard, I've read your PDF front to rear many, many times, and am constantly tinkering with it, just not enough time to post here on what I'm doing! I have a DCG with my K'talian mod going, and one with a WW1 mod going in WF, as well as a few others. Your work was definitely not for nothing guy, I really appreciate what you did, I always play DCG's more than anything else, they are fascinating!!
Mike
RE: Ok you know there's a problem....
Posted: Wed Dec 17, 2008 11:29 pm
by Borst50
I have to side with Mike on this one....I for another, definetely appreciate what you have done. If it wasnt for you and your advice, I dont think I could have figured out how to manipulate OOB's that i am able to now.
Three cheers, Rich....you earned it!
Tom
RE: Ok you know there's a problem....
Posted: Tue Dec 23, 2008 9:57 am
by auHobbes37
ORIGINAL: simovitch
ORIGINAL: PaladinSix
Many tanks were recoverable and repairable depending on who owned the battlefield in at the end of the encounter.
And that's an important point which the game engine does not reflect, which makes armor losses particularly frustrating in a campaign game.
Paladinsix
This, and other features (like penalties to the AI forces for losing missions, and manual force selection) can be accomplished if someone with programming experience would just sit down and look at the data structure of the Dynamic Campaign Game. Unfortunately I have niether the time or programming abilities to do such a thing. It took a lot of effort to develop the
Creating and Modifying a DCG.pdf document, but no one seems to be doing anything with it.
Well the game is on its way to my house... my 4 year old "bought" JTCS for my birthday. One of the reasons I am finally upgrading from the old TS WF/EF/RS is to get your DCG.pdf. It was s elling