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  #21  
Old May 15th, 2020, 03:12 PM
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Default Re: Weapons accuracy

The OR guys analysing air strikes after Normandy found that the main effect on armoured units was the sheer panic disorganisation that the strike would cause to the march column. The tankers would charge full speed offroad into the bushes or simply bail from the tanks and take cover in roadside ditches - where they were in more danger from the strafing, really.

Intuitively they knew that if they stayed buttoned up then they were likely to survive, but enough of them had seen or knew of someone who talked about having seen what a (rare) direct bomb or rocket hit did. So they were not willing to take any chances and saw evasion as the key. Basic human psycology at work.

It took a fair amount of time post strike to get the rabbits back in thier hutches and all pointed in the same direction. Plus rapid turns off-road would throw tracks or have tanks falling into roadside ditches etc, and some injuries to be dealt with from the avoidance - add a few casualties from flying bits of metal on tankies cowering in the ditches or behind roadside walls etc.

The real "killing" effect of air strikes on armour were when the logistics train got brewed up, then the clockwork mice eventually stopped running without the loggies around.

They found some tanks post-Falaise gap air strikes (and/or massed arty) that had been left abandoned with motors idling in the bocage high-sided lanes as they were completely surrounded by a wire tangle of mangled trucks and howitzers, dead horsed transports etc which the tanks simply could not actually cross. (Piano wire used in Italian vineyards was also a surprising tank-sticker. It wrapped round the sprockets like an old rope does for a boat's propellor.)
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  #22  
Old June 5th, 2020, 09:12 PM
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Default Re: Weapons accuracy

Another case of things just going your way getting this unit out of there before the arty comes in.

WWII battle as USA 50/30cal MG section firing at dug in targets at near to max range for the 30cals -900 to 1200m

Turn X - kills half the crew of a 3.7cm Flak gun leaving a squad to finish it. Turns its attention to a Pak (ATG) & destroys it.

Next Turn - Fires at 2 more Pak guns destroying one routing the other.
My infantry have been busy scouting but not good enough another Pak opens up in the enemy turn & is dispatched with 2 reaction fire shots!

That's a mad 5 minutes for that unit 5 guns in 2 turns the advance is progressing far better than I expected because of it, cancelled my wasted arty plots.
Looked & no super unit 69 experience.
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Old June 5th, 2020, 10:25 PM
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Default Re: Weapons accuracy

Sorry cannot edit range should have been 1800-2200
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  #24  
Old June 6th, 2020, 07:31 AM
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Default Re: Weapons accuracy

And I'll bet if you had the game saved from just before those two turns and you ran it again after shutting your computer down and re-booting you'd see different results.
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  #25  
Old June 6th, 2020, 08:34 AM
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Default Re: Weapons accuracy

Pretty sure I would that is not going to happen twice.
Paid the price already sent in the planes as thought I had cleared the AA on that side. Both hit one shot down by Marder's on first run
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  #26  
Old June 6th, 2020, 09:00 AM
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Default Re: Weapons accuracy

I have ran saves (for testing) twice without shutting down and it’s always different. Sometimes completely different in that P1 got the worse for wear than P2. Truely random.
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  #27  
Old June 6th, 2020, 01:42 PM
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Default Re: Weapons accuracy

As I said - we do not save the random seed in game saves to restore the pseudo-random sequence on a save game reload. Some games apparently do - the easy way to get around such games that do that sort of 'spoiler' tactic, is to do different things on reloading the save (fire units in different orders, move something differently etc).

I think we do one set to the clock variable on entry is all, from memory.
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