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Panzerfaust
Posted: Sat Oct 29, 2016 6:52 pm
by UP844
This is a screen from a game of "A Grim Reminder": I noticed, when I played the Russians, that Germans fired Panzerfausts at 3 hexes (they shouldn't: the scenario is set in May 1944, so Panzerfausts should have a 1-hex range). As far as I have been able to ascertain, PF range should be 1 from 7/43 to 5/44, 2 from 5/44 and 3 from 1/45.
I fired at 3 hexes and missed, but - to my astonishment - the squads became CR'd and broken as a consequence of the fire, even though I was firing from a clear hex, not from a building [&:].

RE: Panzerfaust
Posted: Sat Oct 29, 2016 10:57 pm
by Peter Fisla
All classes except Elite, may suffer casualty reduction when firing Panzerfaust, it's working fine.
There are 3 versions of PF, 43 = 1 hex, 44, 2 hexes and 45 = 3 hexes. Date of the scenario is important, it decides which version of Panzefaust will be available in the game. I do not check for the Month, only the Year.
RE: Panzerfaust
Posted: Sat Oct 29, 2016 11:35 pm
by UP844
I regret to be the usual harbinger of bad news, but the date/range relationship does not appear to be working properly:
P.S. The editor has been updated to the latest version.

RE: Panzerfaust
Posted: Sun Oct 30, 2016 12:42 am
by Peter Fisla
I will take a look, and actually I was wrong...I do take Month Date into account.
RE: Panzerfaust
Posted: Sun Oct 30, 2016 11:19 am
by Peter Fisla
Fixed, it will be part of UPDATE2 package. PF is only available from October 1943 onward...
RE: Panzerfaust
Posted: Sun Oct 30, 2016 12:06 pm
by Big Ivan
ORIGINAL: UP844
I regret to be the usual harbinger of bad news, but the date/range relationship does not appear to be working properly:
P.S. The editor has been updated to the latest version.
Carlo,
What version are you using? My scenario attributes screen looks a bit different.

RE: Panzerfaust
Posted: Sun Oct 30, 2016 12:24 pm
by UP844
@Peter: Great news!! Thanks a lot!![&o]
@John: I didn't notice the difference in the scenario attributes screen before your post (my situational awareness is declining).
My TOTH version is 1.0.28 (with the beta executable Peter released this summer); the Editor version is 0.2.61. In the Editor, however, I see the same smaller screen you see in the game [&:].
I suppose Peter, in the larger screen, is treating us with some new features: I just noticed a "Random Visibility" checkbox which could be handy in a variety of limited visibility situations (rain, night, sandstorms): unfortunately it cannot be set in the Editor (so far [;)]).
RE: Panzerfaust
Posted: Sun Oct 30, 2016 5:07 pm
by Peter Fisla
Gentlemen, the scenario attributes dialog is different in the editor compared to the game engine. The first screenshot is from the game, the second screenshot in Big Ivan's post is from the editor

not a good comparison...
RE: Panzerfaust
Posted: Sun Oct 30, 2016 5:10 pm
by UP844
Thanks Paul! Any hint about the random visibility feature? [:D]
RE: Panzerfaust
Posted: Sun Oct 30, 2016 5:38 pm
by Big Ivan
Well OK then, I just learned something.
Guess I'm never to old and feeble to learn![;)]
Yes the variable visibility intrigues me too.
Any small spoilers?
If not I understand.[:-]
Big Ivan
RE: Panzerfaust
Posted: Sun Oct 30, 2016 8:02 pm
by Gerry4321
Didn't think there was a problem firing PF when in the open, only in confined spaces?
Surely if it was such a problem they would not have used them so much?
RE: Panzerfaust
Posted: Sun Oct 30, 2016 8:12 pm
by UP844
The chance of incurring losses when firing PFs in the open appears to be very small. I fired them approximately 20 times in the tests I carried out to confirm their range was 3 hexes regardless of the scenario date and I never suffered any adverse effect.
I suppose the event I reported in the opening post is one of these low-chance occurences that make this game so enjoyable (just like when you fire into a fortified building hoping for a "pin" result and you get a critical hit [:D]).
I think the chance of losses is always present, but is greatly increased when firing from inside a building.
RE: Panzerfaust
Posted: Thu Nov 03, 2016 5:57 am
by marcdhanna
ORIGINAL: UP844
The chance of incurring losses when firing PFs in the open appears to be very small. I fired them approximately 20 times in the tests I carried out to confirm their range was 3 hexes regardless of the scenario date and I never suffered any adverse effect.
I suppose the event I reported in the opening post is one of these low-chance occurences that make this game so enjoyable (just like when you fire into a fortified building hoping for a "pin" result and you get a critical hit [:D]).
I think the chance of losses is always present, but is greatly increased when firing from inside a building.
It's probably more realistic, too -- that PF can do damage in the field situations. This is something a computer game can simulate far better than the cardboard game which is basically limiting low odds results to a minimum of 1/36 (e.g snake eyes or boxcar rolls). Whereas there is no miminum limit if TotH wants to simulate a 1/1000 chance of field casualties from PF
But I don't think 20 tests is enough to find out how risky it is, got time for 10,000 trials??? [;)]
RE: Panzerfaust
Posted: Thu Nov 03, 2016 10:14 am
by UP844
ORIGINAL: marcdhanna
But I don't think 20 tests is enough to find out how risky it is, got time for 10,000 trials??? [;)]
I'm sorry, but not I am investigating tank fire

, in series of 30 fires for every situation.
I prefer having a rough idea of the capability of my units and weapons and concentrate on tactics. By way of example, a few days ago I fired to a Panther with a Russian 76mm ART gun and - much to my surprise - I destroyed it. Now I wonder if it was a lucky (critical) hit or if the 76mm ART has a reasonable chance to kill a Panther. Knowing this would greatly affect how I use this type of gun and I am sure the real crews knew if they could kill a Panther.
As regards to PF, I only had losses firing in the open once since I play TOTH, so I don't worry too much about this possibility. It is one of those unlikely events that add flavour to the game.
RE: Panzerfaust
Posted: Thu Nov 03, 2016 12:24 pm
by rico21
The 76.2 victim...[X(]

RE: Panzerfaust
Posted: Thu Nov 03, 2016 1:09 pm
by Peter Fisla
ORIGINAL: rico21
The 76.2 victim...[X(]
Wow, does it come in Ferrari red?

RE: Panzerfaust
Posted: Thu Nov 03, 2016 1:47 pm
by rico21
Sure,Peter [:D]

RE: Panzerfaust
Posted: Thu Nov 03, 2016 2:07 pm
by UP844
Gentlemen,
the Panther kill must have been a critical, so don't formulate tactics on that assumption.
I made some tests with 10 T-34M43 or 76mm P36 vs 10 Panther, replaying the "scenario" three times:
The T-34 fired 33 shots with 7 misses and 26 hits... all failing to penetrate
The 76mm fired 40 shots with 3 misses and 37 hits... all failing to penetrate [:(].