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November 23rd, 2009, 06:09 PM
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Corporal
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Join Date: Oct 2009
Location: Hampton Roads, Virginia
Posts: 127
Thanks: 20
Thanked 5 Times in 5 Posts
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Re: Terrain Protection
Quote:
Originally Posted by Mobhack
Remember to consider other factors.
Stationary or moving.
Vehicle or foot. (Grunts get better protection in rough than vehicles)
Type of fire - direct or indirect. Cluster or flame or HE or whatever.
Up hill or down dale - a tank on higher terrain tends to be considered at least part hull down, and so receive more turret hits than hull. (That may be bad for Pz4s with the thin front turret.. but that was true IRL)
And - no there is no "integrated table of protection values" - it is spread throughout the code, so even I could not really state one way or the other without a detailed read through. Which I am not going to be doing.
A HE round going off in mud, swamp, lake, snowdrifts, river, soft sand or volcanic sand is deemed to be impacting in soft stuff, and has a slight HE kill deduction. But not if cluster.
Soft sand is dunes (it has a height component over plain desert hexes). Volcanic sand is really peculiar to Iwo Jima, and a very few other places like it. Both are somewhat horrible to operate wheeled or less so, tracked vehicles.
Me - I tend to gravitate to rough terrain hexes esp those with a handy friendly or enemy supplied shell hole. Guess what type of hex I look for in my rear zone, when deploying my mortars or howitzers?  .
Cheers
Andy
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I'm guessing rough or forest. Shell holes don't exist at the beginning of the game except for a select few maps.
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November 23rd, 2009, 06:58 PM
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Captain
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Join Date: Jun 2006
Location: UK / USA
Posts: 895
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Thanked 282 Times in 123 Posts
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Re: Terrain Protection
Quote:
Originally Posted by Kartoffel
I'm guessing rough or forest. Shell holes don't exist at the beginning of the game except for a select few maps.
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Come on Kartoffel, 'sharpen up'  he virtually spelled it out for you.
But anyway...trees on rough is excellent defensive terrain, but not my first choice for artillery. Trees catch fire, so when I see enemy artillery parked in trees I often target it with counter-battery; because towed guns, and even mortars, can be pain to move.
Cross
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November 23rd, 2009, 07:25 PM
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Corporal
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Join Date: Oct 2009
Location: Hampton Roads, Virginia
Posts: 127
Thanks: 20
Thanked 5 Times in 5 Posts
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Re: Terrain Protection
Quote:
Originally Posted by Cross
Quote:
Originally Posted by Kartoffel
I'm guessing rough or forest. Shell holes don't exist at the beginning of the game except for a select few maps.
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Come on Kartoffel, 'sharpen up'  he virtually spelled it out for you.
But anyway...trees on rough is excellent defensive terrain, but not my first choice for artillery. Trees catch fire, so when I see enemy artillery parked in trees I often target it with counter-battery; because towed guns, and even mortars, can be pain to move.
Cross
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You make a good point, when defending nonflammable terrain is > than flammable terrain.
When I have the opportunity to dig in on a city grid map, I prefer non-building hexes for this very reason.
Last edited by Kartoffel; November 23rd, 2009 at 07:36 PM..
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November 23rd, 2009, 07:34 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Terrain Protection
I am thinking you have a spammer here Cross
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November 23rd, 2009, 08:06 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,617
Thanks: 4,059
Thanked 5,818 Times in 2,870 Posts
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Re: Terrain Protection
I'm going to agree with Kartoffel here Imp. Nothing he's posted is "spam" so you've crossed the line a bit with this charge
Don
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November 23rd, 2009, 08:58 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Terrain Protection
Fair enough I appologise
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