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Direct-Fire Tip of the Day (For Grognards)

Posted: Sun Mar 27, 2011 3:27 am
by Obsolete
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Small Arms / HE Direct Fire Modifiers

Note: I am re-posting this, from some tid-bits I had compiled during the beta-threads.
The manual states that the modifier to the Hit Number for Quality of Firing Unit is:

1-10 x .1 - 1.0 (respectively)

Note: This may seem confusing, especially without an example supplied.

For a simple explanation to this modifier:
‘Quality for HE Direct Fire is just a percentage modifier on the to-hit percentage. If the quality is highest at 100, then there is a 0% reduction in your chance to hit. If your current quality is 70, then your chance to hit is reduced by 30%.’
-- Michael Cooney

Therefore, the modifier for quality of 70% would be 0.7, and 40% would be 0.4

Example:

Let us assume we have a machine-gun giving small arms direct fire. It is attacking another company which is 2 hexes away, and is in attack posture, and in clear terrain. The quality of our MG company is 40%.

The modifiers that apply to this scenario would be:

Base Hit Number = 100 (always by default)

Range (for 2 hexes) = 0.5

Target in Attack Posture = 1.25

Quality of firing unit (40%) = 0.4

MG Unit Firing = 1.25

----

(Base Hit #) * (Range) * (Enemy Posture) * (Quality) * (MG) =

(100) * (0.5) * (1.25) * (0.4) * (1.25) = 31.25


* Note: If our unit had any disruption, or was dispersed, or our target was dug in, or in non-clear/non-high ground, then those modifiers would be thrown in our Hit-Number equation as well.

Also note, that the in-game % for this attack would be displayed as 30%, this is most likely due to rounding errors.


RE: Direct-Fire Tip of the Day (For Grognards)

Posted: Sun Mar 27, 2011 4:03 am
by junk2drive
What does that 30% number mean to me as a player? Take the shot or don't take the shot? I'll do some damage? Or a 70% chance that I won't do anything but give away my location?

RE: Direct-Fire Tip of the Day (For Grognards)

Posted: Sun Mar 27, 2011 9:49 am
by hank
Mr. Obsolete, you're getting closer to pushing me over the edge with that post.

Does the range modifier for other types of equipment vary? For instance, what's a Tigers chance to hit at two hex range? Is it 0.5 or something else. ... and compared to a Sherman with the low Vel. 75mm gun

Or is the supposed higher chance of hit for a Tiger at a specific range (2 hex) improved by the equipment number (MG is 1.25 ... is a Tiger 2 or 4?).

I'm also interested in J2J's answer ... ??

I have too many games i like playing now but .... My hand is twitching ... wanting to reach for the wallet ... [&o]

RE: Direct-Fire Tip of the Day (For Grognards)

Posted: Sun Mar 27, 2011 12:23 pm
by junk2drive
Armoured units are companies. From the manual

Full strength Armored units represent companies of armored vehicles (tanks, assault guns,
armored cars, tank destroyers, etc.). Most companies consist of between 12 and 17 vehicles.
Each hit of a unit equals a platoon of about 4-5 vehicles. (Note that when comparing the Attack
and Defense strengths of opposing armored units that most German panzer (tank) companies,
while comprised of individually superior machines, were usually under-strength.) Armored
units excel in the open countryside, but are vulnerable to infantry and AT fire in close terrain.

RE: Direct-Fire Tip of the Day (For Grognards)

Posted: Mon Mar 28, 2011 4:58 am
by Obsolete
Well, once your hit-number is calculated, let's say it comes out to 30. A 100-sided die is rolled. If you are above that number, then nothing happens (usually is the case). But if you are within that 30% region, then 1 of three things will happen:

[ol][*]Unit is forced to execute a QC[*]Unit is forced to execute a QC at 10% malus[*]Unit is forced to take a physical hit (you lose a platoon)
[/ol]
When it comes to armoured battles, there is another algorithm thrown in because then you have to take into effect the difference in armour rating, and cross that with the weaponry, etc.