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  #261  
Old August 11th, 2010, 01:59 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Thats some pilot if the plane took 250pts of damage & it still managed to carry out its attack.
Works exactly the same as fire at any other unit, hit & damage say a tank other units will continue to fire at it.
Also with Sams that engage the plane before it fires in other words as enters the map they would already be in the air by the time the first hit anyway.
Beyond the capability of the game but only way would be to have radar units linked & fire a set number at each plane regardless of whether the first one destroyed it or not.
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  #262  
Old August 12th, 2010, 04:46 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

It is clear.
But the same SAM S-300 that the first has got in Aircraft then has shot once again the second rocket!
Aircraft has turned to a dust and crew S-300 continues bombardment...
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  #263  
Old August 12th, 2010, 08:05 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Okay missunderstood sorry
Did the plane realy take 250pts & survive?
Thought 15 or so would get even the hardiest (strongest) plane apart from perhaps some strategic bombers.
Pressume the Plane moved or fired again then the SAM.

My original statement still holds true though in real life the second SAM would have been fired while the first was in the air especially as its a strategic SAM so was really shot at a long time before it entered the map.

Which is the thing do not take what happens quite so literallry (action by action) look at what happens in the whole turn & some odd looking things make a lot of sense.
The game engine is one unit moves & others can react to it yet it approximates (comes near to) well tactics like an entire company breaking cover at once.
Quite how I dont know but think of what all the units did that turn not individualy he moved before him, no he didnt or only fractionally it all happened in the same 3 minutes.

I agree air defence can be bled but so can any unit without linked radar control cant see how to change that.
If you want to approxomate AA selecting suitable targets have a house rule.
Planes must be bought worse EW rating first to best last.
That way when used AA fires at the easy targets first.
Cant see it doing much though as can still send in high EW planes on there own to hopefully take & survive multiple fires.
Also SEAD still need to be bought first & normally have high EW because of their mission so problems here unless they attack on seperate turns to the rest of the planes which is probably more realistic & easy enough using Gold Spots to clear the way.

Side note
Just lost a plane on a strafing run vs arty park, silly boy targeted the ammo dump instead of the arty pieces & got caught in the shock wave, aargh.
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  #264  
Old August 12th, 2010, 03:38 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Was so:
Enter ' Tornado '-> ' S-300 ' strikes with damage = 250 points --> another rocket launcher ' S-300 ' (missed is properly that they have at the same time shot) --> ' Tornado ' move 1 hex --> Rocket launcher * 1 S-300 ' launch one more rocket --> ' Tornado ' damage 200 point (total 450 point) --> ' Tornado ' flame and down.


Now mass attacks of the Air Forces are very effective are a problem.
The first aircraft take away to themselves all AA-fire, rescueing that the others.

If it is possible, it is necessary for correcting somehow.


By the way, with helicopter is not present such: they at once destroy at sufficient received damage (there is no extra expense ammo at AA-unit).

To make as for aircraft vs AA-unit.
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  #265  
Old August 12th, 2010, 05:09 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Realise what you are saying about AA fire

Know not what you are asking but something is strange Tornado should I am pretty sure crash after 15 damage 250 blew it to bits there would be no wreckage, Strange.
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  #266  
Old August 14th, 2010, 08:20 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Originally Posted by EpoletovSPR View Post
Was so:
Now mass attacks of the Air Forces are very effective are a problem.
That's true in real life as well.
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  #267  
Old August 14th, 2010, 06:05 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

AA-weapon not less effectively, if progress of armed forces in the clashing countries equally, for example, USA vs RF.
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  #268  
Old August 18th, 2010, 09:18 AM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

What would be great is for HE rounds to have a chance in direct and indirect fires to score a direct hit on hard targets and thus achieve higher penetration.
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  #269  
Old August 18th, 2010, 07:58 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I think they can, i usually kill light apcs by Z-Firing big HE into it, and arty can score direct hits on armor, scratch a few tigers with 155mm.
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  #270  
Old August 18th, 2010, 11:29 PM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

Yes, it is effective enough, but from the blast damage, sometimes the destroyed tank is in another hex altogether. anyways, that is not the big issue.

what I would like to see is the HE rounds on howitzers having a discrete chance to directly hit in direct fires based on the FC and accuracy.

Say I open up with a 122mm howitzer at 800 yards on a M113 APC, there could be two effects,

1, A discrete chance of achieving a direct hit, with in this case rather sever consequences, determined in the same way as if firing a heat round.

2, Failing this, a chance for blast and shrapnel hits determined by the shell size and HE kill, as per indirect fires.

This is of course very similar to the duel use HEAT rounds on RPG's, and is also a sensible way to model APHE rounds.

As you hinted above, the effect of arty in direct fire seems to be better when Z fired or into another adjacent target, when firing normally the actual target will almost never be hit, but the units in adjacent hexes will be busted up big time. Actually, when trying to hit a tank in direct fires i will often fire at a crew section nearby knowing the blast effect in the adjacent hex will be greater than the direct fire effects in the target hex.

For indirect fires you could do the same thing, except the chance to achieve a direct hit would be determined by the target density and be rather low (tank is maybe a 15 square meter target, in a hex of 1750m/s, so very low chance to direct hit)

This way you could model target scanning munitions as well, just bump up the chance for direct hits in indirect fires.

Last edited by KV7; August 18th, 2010 at 11:47 PM..
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