Hi all,
A few answers:
First, Andreas - yes, the terrain is flat. It actually was very flat, but there are some maps with rolling areas and others with some frozen river gullys.
Second, on how vehicle combat works...
Yes, the "to hit" is also a roll, as is "to penetrate". The combat engine is realistic, but not hyper-realistic. So, this is not a Combat Mission or a Tank Sim, but more along the lines of a Close Combat or East Front in terms of the level of detail and the types of calculations.
Let me give you a detailed example of what goes on under the hood, let's take a PzKfwIVF2 firing at a T-70 at about 500 meters with APHE ammunition and we'll also look at the T-70 firing at the PzKfwIVF2. We'll assume both crews are Veteran, since experience can affect various things in these calculations and Veteran is the "default" (no modifiers) level.
PLEASE NOTE: The game does all this for you once you tell one tank to shoot at another, but I want to give you an idea of what it's taking into account.
We're just going to do a single shot here, though rate of fire is also modeled, as is turret speed. We'll just assume they're both facing each other head on. We will also assume they have sighted each other, which is not a given as there can be vast differences in your sighting range and effectiveness based on what your tank is doing and what the other tank is doing. For example, a PzKfwIVF2 rushing forward would almost certainly be shot at by that T-70 before it realized the T-70 was there.
Ok, now let's say the PzKfw IVF2 shoots its first shot at the T-70. First, the 75mm/L43 has a To Hit number of 5 at 500 meters. It's almost a sure hit inside of about 425 meters, but the difficulty starts to climb after that. So the base roll to hit is a 5 or more on a d10.
Since this is the first shot at a target over 300m away, that's modified up to a 6. The T-70 also has a size modifier of 1 (it's a small tank) which makes this a 7. There are no modifiers for previous shooting, for either tank moving or for shell type (HEAT and HE are less accurate), nor are there modifiers for cover in this case. We'll say the Panzer already turned its turret the previous phase, so no penalty for that either. So, basically, we have to roll a 7 or more on a d10 to hit with our first shot, which gives us a 40% chance. After the first shot, this goes up to a 50% chance. Once we actually score a hit (any hit) on the target, this goes up by another 10% to 60% as it's considered to be an "acquired target". If we were shooting at the side rather than the front there would also be a bonus. Note that the "to hit" roll is open-ended, so a result of 10 has a 50% chance to end up being a 11-15, which allows "lucky shots" to happen (i.e. driving forward, turret turning, snap shot at 500m, ping! - highly unlikely, but possible

. Anyway, let's say we hit.
The penetration for the 75mm/L43 at that range with APHE is a 10 (it has a value of 10 from >450m to <=625m). That's a nice penetration value! We use the front location chart here (note that there are also changes for things like side deflection shot, etc. which is calculated based on the angle of the shot and can lead to multiplying the effective enemy armor if you are at a poor angle). The T-70 does not have shabby front armor though. Its hull is a 7 (sloped) in 3 of 5 Hull locations, the other two Hull locations are Armor 4 and the three turret locations are one 4 and two 4 (rounded). We also have two Track locations with 1.5. The location for the hit works like this - you look at the side you are hitting (the front) and roll a d10. Let's say we hit the best armor on the T-70, the 7 Sloped Hull armor (30% chance to hit that with a front hit).
Now the game looks at the ammo type. It's APHE. We compare it to the armor type (sloped) and roll to see what the _actual_ penetration value is, starting with our base of 10. This is also an "open ended" roll, so you can get "critical hits" that penetrate more than they would normally be able to. In this case, there is about a 33% chance of normal penetration (10), a 16% chance of penetration 9, 16% chance of penetration 7 and a 33% chance of penetration 5 (this would be the only non-penetration, if you get below the armor value the shot bounces off). There's also about an 8% chance of a critical penetration, which could go anywhere from a 11 penetration up to a 20 effective penetration once all is done (about a 2% chance for the 20).
So, there's about a 33% chance of a non-penetration once we hit the T-70, provided we get the best armor location and roll the worst penetration result. Let's say we get a penetration of 9. This goes through the armor in this location, so we penetrate and have to roll for effects.
The 75mm/L43 APHE has a "D"estruction rating of 6 and a "S"tun rating of 10. On any hit, even if it deflects, this means there is a base 10% chance to stun the target vehicle (roll a 10 or more on a d10). In the case of the T-70, as a light tank it gives a +1 to our Stun roll. If we actually damage it, that adds another +1 to the roll. The "D"estruction value is what we check against to see what a penetrating hit does once it gets inside the vehicle.
In this case, we've penetrated the Hull Front, so there are two damage results possible. The first is destruction of the vehicle. The second is Mobility damage (kill the driver, wreck the steering, etc.). For each one, we roll a d10 and try to get equal to or greater than the value for the shell, which is a 6. However, since our penetration exceeded the armor (by 2 in this case) we do get a +1 to this roll. In effect, we have a 60% chance to knock out the T-70 and a 50% chance to destroy its mobility. If both chances fail, the shot had no real effect (other than the Stun chance).
So the net effect for this exercise: PzKfwIVF2 had a 40% chance to hit on its first shot, a 66% chance to penetrate if it hit the best armor on the T-70 and a 60% chance to destroy the T-70 in our example.
Now, let's say we did no damage at all and we failed to stun the T-70. So, the T-70 shoots back. Realize the odds are stacked against this little tank, but we'll try.
The Soviet 45mm/L46 with AP ammo has a base to hit of 8 at 500 meters. As with the Panzer, this is modified to a 9 because this is the first shot. However, the PzKfwIVF2 is not a small target, so there is no additional penalty to hit for size. Again, no modifers for movement, etc. due to how we set up this example.
So the T-70 has a 20% chance to hit. Let's say it hits, just for this example.
The penetration on its AP round is a 4 at 500 meters.
The Front of the PzKfwIVF2 has six locations with 5 armor, one with a 6 armor, two with a 2 armor (tracks) and one with a 9 sloped armor (part of the Hull). This means that unless the T-70 rolls the 20% hit location chance to hit a track, its AP round is very likely to bounce off. Let's say it hits a 5 Armor location on the Turret. It would need to roll a Critical Penetration (8% Chance) to get through. Let's say it does that and ends up just barely penetrating (penetration 5). The "D"estruction number for its round is a 7 and since it didn't over-penetrate, it gets no bonus. The "S"tun number is a 12, making it very unlikely to stun as well. If it penetrated the turret though, it could have a chance to destroy the Panzer, disable its main gun or kill the tank commander. Chances are it would get one of those results, since it has a 7+ on a d10 for each one. But in this case, hitting and penetrating at 500m is the toughest part as the T-70 is really outclassed in this duel.
Anyway, I hope that explains things better. Back to work...
Regards,
- Erik