Thread: Z Fire
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Old May 27th, 2019, 05:06 PM

Anton Anton is offline
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Default Re: Z Fire

It seems from the discussion that area fire is unrealistic and so efficient that it upsets the game balance. Area fire from artillery must have an effect identical with that of a regular bombardment from the same unit. Area fire from non-artillery guns should be calculated using the same rules and algorithms as that from artillery, but MGs and rifles can be processed otherwise.

How easy it is for a HMG team to inflict casualties to an unseen 10-men rifle section in three minutes if all they know is that the enemy is hiding within a hexagonal area of 2165 square meters, compared to the same situation when the enemy is visible?

In reality, I believe, HMG's were considerably less efficient than artillery as area weapon, for two reasons:
  1. HE shells have a higher chance of getting through or around cover
  2. A gun firing HE shells covers a wider surface than an HMG. For example, the casualty radius of a ZIS-3 HE shell is 15 meters, which is quarter of a hex area.
These factors are amplified when the enemy is unseen. When the enemy is in cover the fire is more focused but its effect is alleviated. Imagine an unexposed¹ soldier lying on the bottom of a trench or behind a building wall without a direct-fire line by which a bullet could find its prey except by a lucky ricochet or secondary splinters.

It seems, therefore, that balance and realism can be improved by decreasing the area-fire efficiency of HMG and rifles, the latter by a higher factor than the former, while keeping the effects of HE the same, e.g.:

Code:
Weapon Area-fire efficiency modifier
HE     1.0
HMG    0.7
Rifle  0.5
These numbers are only for illustration, because these factors require careful balancing and testing.
¹How to model the unexposed/exposed states of a unit in cover is stand-alone question worthy of a separate discussion.
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