Tank Data

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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jamespcrowley
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Tank Data

Post by jamespcrowley »

I wonder if someone could explain some of the entries and number sets on the tank data screen.

Looking at the PZKw 111 L in Erik's interactive AAR, I'm puzzled by some of the information that is being shown.

Specifically;

Armour. Looking at the hull side and rear it says 3 and 5 respectively, which corresponds correctly to 30 amd 50 mm? However, there are three entries, for instance, for both the hull front and turret front - what do those numbers represent? I presume the 's' is for spaced armour?

Gun data. What is 'D' and 'S' and how do the 'to-hit' and penetration numbers work? What is F(ire) Power for?

Ammo load out. The indicator shows 100% but the total comes to 78 rounds, whereas the 111 L carried 92 (most of 111 models with the 50mm gun had ammo of around 92 - 99 rounds)
Cheers

Jim
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Mobius
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RE: Tank Data

Post by Mobius »

ORIGINAL: James Crowley
Armour. Looking at the hull side and rear it says 3 and 5 respectively, which corresponds correctly to 30 amd 50 mm? However, there are three entries, for instance, for both the hull front and turret front - what do those numbers represent? I presume the 's' is for spaced armour?
The front turret armor configuration is complicated. It has a curved mantlet, a gun recoil shield and front turret plate. And over a good portion of the front turret armor is another plate mounted on brackets with a space in between. The ‘s10’ means spaced armor worth 10cm which has no effect except is the value of armor if it gets hit by a HEAT shell.
ORIGINAL: James Crowley
Gun data. What is 'D' and 'S' and how do the 'to-hit' and penetration numbers work? What is F(ire) Power for?
The ‘D’ is the shell destruction number. The random number that must be generated to destroy the tank or cause any specific damage to say gun, mobility or TC. The ‘S’ in this case is the chance to stun the vehicle. This is non specific temporary damage to things or persons in the tank. The tank stops moving and firing until this is un-done. Test at end of each phase randomly repairs this.

You'll notice if you compare shells the bigger ones have a smaller D number and those that have more explosives inside are lower than those the same size that have less or none. (The lower value means it is more likely that the random number will be equal or higher than the D number thus succeeding.)
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Erik Rutins
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RE: Tank Data

Post by Erik Rutins »

To add to this, when you see a value like 6 / 7s10 that means there is a chance of hitting the "6" armor and a chance of hitting the "7s10" armor, where the s10 as Mobius explained is only used against HEAT rounds.

Similarly, the 2^5 you see in the side track shows that the track itself is a "2" but the side armor past the track is a "5".

Here's some info from the manual:

This Armor value may also have symbols that represent additional protection adjustments for attributes such as sloped or rounded armor, as follows:

A u (ex: 9u) indicates the armor is sloped at this location.
»»Sloped armor is especially effective against APCR ammunition.

An r or rr (ex: 9r) indicates the armor is rounded (r) or double rounded (rr) at this location.
»»Rounded armor is more effective than normal armor against all ammunition types except HE.

A carrot ( ^ )(ex: 2^5) indicates the armor value of the track and body for side shots which might penetrate both the vehicles tread and/or its body. The number to the left of the carrot represents the track, while the number to the right of the carrot represents the body.

A slash (ex: 2/5) indicates there is a 50% chance that the first value will be used instead of the second value when determining the armor value for a given hit.

An s followed by a value (ex: 5s8) indicates spaced armor and the second value after the s is used only if defending against HEAT ammunition; otherwise, the first value is used.

Two numbers separated by a plus sign (ex: 4+3) indicates bolted armor. The first value (4 in this example) is the base armor value and the second value (+3 in the example) is the add-on plate. This armor is generally treated as the sum of the two values, though it can be more vulnerable to certain critical hits.

Beneath the armor chart are four additional attributes:

Size indicates how easily the unit is spotted; the higher the number, the easier it is for the enemy to see it.
Speed indicates the number of meters the unit can move using Normal speed to the left of the slash) and Rush speed (to the right of the slash) in a full 80 second turn, so half of each value is the speed per 40 second phase.

Stun indicates how easily the crew of a vehicle is stunned. A positive modifier here indicates a vehicle that is more likely to receive a stun effect from a hit. A negative modifier indicates stun protection.

RM indicates, for turreted vehicles only, how quickly the turret can rotate. This is always expressed as an R (for Rotation) followed by a (F)ast, (M)edium, (S)low, or VS (Very Slow). (For example, a Fast turret can turn 135 degrees in 20 seconds)
Erik Rutins
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Mobius
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RE: Tank Data

Post by Mobius »

ORIGINAL: Erik Rutins
Similarly, the 2^5 you see in the side track shows that the track itself is a "2" but the side armor past the track is a "5".
The track armor together with the side armor at that location is the last value. "Track" armor also encompasses road wheels, sprocket, rollers, suspension and mounts.
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jamespcrowley
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RE: Tank Data

Post by jamespcrowley »

Thanks for the info gentlemen - very interesting and informative.

Will there be a printed manual available for this iteration of PC?
Cheers

Jim
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