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January 26th, 2008, 09:02 PM
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Private
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Join Date: Aug 2005
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Swamps and Streams
What is the probability of a tank becoming immobilized in a swamp? What is it in a stream? Are there any unit parameters that change that probability, such as "amphib" capable? Size?
I am playing one of the 1989 Nato/Warsaw pact scenarios (The US-East German meeting engagement). It seems 30% plus of my SP-70s and T-55AMD2s are getting immobilized in swamp and streams trying to outflank the US (as opposed to rushing all the units at the bridge by town.) This is even moving one hex per turn.
What is the % chance of immobilizing in those terrains so I can plan on how much to expect to eventually get across the terrain>
Thanks
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January 27th, 2008, 03:45 PM
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Shrapnel Fanatic
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Re: Swamps and Streams
The faster you go, the greater the chance of immobilizing your vehicle. Swamps have a ( naturally...... ) higher chance of immobilization than steams do. Even fords put in the streams will immobilize you some time if you hit them full speed
There is no chart for this. Terrain effects can be cumulative and as I said, speed is involved but I cannot say 100% that if you enter a stream at 3mph you will get through 100% of the time and if you hit it at 25 mph you will be immobilized 100%. There are RANDOM variables thrown in as well so people just cannot assume if you hit a steam at less than x mph you will get through
The best way to learn this is to build a custom map with the terrain features you are interested in and drive tanks at them at various speeds
Don
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January 27th, 2008, 06:04 PM
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Re: Swamps and Streams
Don,
Thanks. I did not think of making a practice 'game' to test it out. Are there vehicle issues anyway?
Does size matter (thinking lbs/sq ft of tread type stuff)?, amphib capability? Is a T-55 inherently different than a T-72 than a BMP-2?
I will try out a practice map like you said!
Henry
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January 28th, 2008, 06:38 AM
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National Security Advisor
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Re: Swamps and Streams
Try thinking of movement class. Track, 2WD, Multi-WD, etc.
Amhib capability will affect chance to stick in a paddy field, and -1 water off beaches etc .
Vehicle weight may have effect - e.g. on crossing barbed wire.
Crew experience can affect sticking chance.
Suppression may have an effect.
As can speed you hit the bad terrain at, which as Don said above is the key variable.
There is no "table" of chance to stick - it is done by multiple bits of code, and so is far too complex to lay out as a simple table.
Best way to cross, is to stop at the hex before the bad terrain, then next turn, to advance one hex only into it, ie to take it slowly and very carefully. Just like driving a car on the road, if you come to a vehicle ford, you stop and engage low gear before progressing.
Cheers
Andy
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January 29th, 2008, 10:50 AM
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Re: Swamps and Streams
I tried a practice scenario with swamps, mud, and streams.
I had some fords, but did not know how they got there on the terrain generation of the map I made. I made a company each of T-55s, T-72s, T-80s, BT-80s, and BMP2s (circa 1989) and did multiple drives. I did not chart stats, but I guess I confirmed the "one hex at a time" mode does the best. I still saw approx 20% on swamps get immobilized of all the tracked vehicles, streams less so.
Thanks for the replies.
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January 29th, 2008, 12:00 PM
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Shrapnel Fanatic
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Re: Swamps and Streams
Quote:
hveldenz said:
I had some fords, but did not know how they got there on the terrain generation of the map I made.
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They are automatically produced when streams are added to the map
Don
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