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Old October 24th, 2011, 09:51 AM

Griefbringer Griefbringer is offline
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Default Re: Magical PT 76 armour

Also the top armour on PT-76 is 1, so cunning machinegunners hiding up on the Balkans mountains might want to try their chances at penetrating that.

Actually, I ran a test game with 12 Soviet PT-76 tanks making an amphibious landing on the Albanian coast, defended by 18 T54 MG teams (size 0). With visibility set down to 10, the brave MG crews were able to freely blast at the tanks, eventually perforating them all (though once the three last tanks got immobilised, their crews bailed out and got gunned down).

Besides numerous penetrating rear hits, I was able to also damage many of the tanks with lucky side shots from close range. However, it took quite a lot of damaging hits to actually destroy one of those tanks, so you got to keep on pouring lots of bullets on them.
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Old October 25th, 2011, 03:53 PM
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Kartoffel Kartoffel is offline
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Default Re: Magical PT 76 armour

Sorry about the stoved up saved game, blame it on my inexperience. As to the PT76 weakness vs the 12.7mm HMG I was able to damage them later in the game and so I would like to downgrade my concern for this issue.

The concern I posted here about arose after repeated attempts to damage the areas equal to or less than 2 cm RHA where the game would say "no effect" or something like that IIRC instead of, for example, 0 pen vs 2 armour. I though there was some sort of systemic error involving the 0-2 min max HE HMG pen routine whereby the game was not recognizing its variable HMG HE pen requirement. I suppose it may just be one of those little things due entirely to the nature of the spaghetti and that we will have no choice but to live with it if I am correctly categorizing the cause of the incident.

It is a moot point now that the save game is no good as I have saved over that slot during the course of my campaign.

Thank-you for the consideration in any case.
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