Quote:
Originally Posted by IronDuke99
For post C. 2000 games, for what little it is worth, I tend to increase the Western forces spotting to 150% and and infantry toughness to 140%, while increasing hitting to 110-120%. If terrorist/guerilla forces have any armour I will also reduce that armour's toughness by 10-20% to simulate poor maintenance,lack of spares etc. This latter is especially important with more advanced tank designs with advanced armour.
As I said, this goes along with setting the Western forces low, ie, 25% maximum in most cases, casualties to gain victory.
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I tried these settings are you aware quite how powerful they are, as above using 120% to hit.
Only rough as did not set experience to 60 for each unit just switched off training & set experience to 80 for the USA & 63 for the enemy which was also USA using identical units.
Played both sides for a few turns with the following observations.
Side A exp 80 & boosted prefrences.
Side B exp 63 standard prefrences. (3rd world tend to be 60 to 65 experience.
17% average experince diffrencealready effects morale search hit etc.
80 experince attempt to dodge shots fairly often, 63 hardly ever.
80 gain more shots in 3rd & 4th slots need to be higher to gain overal shots so not much diffrence both have same number of shots for rifle & LMG.
80 will also normaly recover quicker & stay in the battle longer.
1) Did not notice much diffrence due to increased toughness though it was the thing I looked at the least, may benefit more if weapon is size zero but did not study much.
2) Spotting big diffrence on occasion side A moving 2 hexes could spot a stationary side B unit first.
If both units moving at 2 hexs A would spot B 3-4 hexes earlier. Big advantage massive if was defending.
This does not take into account side B is more likely to be suppresed as takes longer to recover & USA would be far more likely to be able to bring support weapons or vehicles to bear.
Also doesnt allow for units vision 15 or 20 vs zero helping with minor vision hindrances due to terrain & invisible smoke etc, this simulation units were identical.
3) Hitting realy dont think needs modifying, my guess the more accurate the weapon the bigger diffrence this makes.
To hit fully stationary units with accurate weapons (above6 accuracy) is often 50% better for side A
Bradley (bushmaster firing) Abrams firing at range 30 hit chances at range 30 vs identical target.
Side A around 90% vs 60% for side B.
Infantry vs infantry or above vehicles vs infantry the diffrence is not quite so severe but still a third sometimes more, depends on range.
MMG at range side A is twice as accurate as side B 6 vs 3%
I would say if using these settings side A needs there unit costs increased quite considerably especially if they are allowed the luxury of time to make best use of the adjustments.