Quote:
Originally Posted by gila
What i've found out by trail and error.
Is any AFV and NOT supported by infrantry entering a hex within 50m of any undetected infrantry expecaily in forest rough,ect. most likey pays dearly for it.
On the other hand close assaulting infrantry do take a penalty when moving, thereforefore don't always succeed,so why give them an extra move cost penalty to be in the same hex when the vehicle was so exposed to attack, the penalty should be not be on infranty rather the unsupported armour that can't see all around even when unbuttoned.
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Quite so.
The game cannot handle the concept of a weapon with range zero. Nor can the AI (The original game code way back in 95 or so did not even let you enter the same hex as a spotted enemy unit that was still active). Any time the AI enters the same hex as a player unit is simply because of path-finding - if it decides to fire, it will blaze away at 1 hex 99% of the time.
The infantry units are best thought of as place-holders for the section location - the individual men can be at the hex edge, or even assumed to spread into the next hex. Such micro management is not part of the game (it would be, if it were a platoon/section level game with individual men tracked, e.g. like the various "squad level" first-person shooter games). So the location is the centroid of a "cloud" of men.
Overt the original SP code, where crews and snipers actually
were rather potent tank executioners:
We have already added code for tank panic, which affects low skilled or morale infantry, and those with no A/T weaponry. Tank assault needs high experience, and decent morale (there is a morale check, which if failed means you fire at the tank instead of assaulting it - or panic and run away).
We have added code that made close assaults more difficult, per hex the infantry travels to the tank before the assault. Don't try to run a section 5 hexes down a road and then attack a Tiger - it will probably end in tears.
The number of men in the assault section, if it is
not a specialist inf-AT unit class, affects assault chance. One man is not very good.
The crew unit class is now considered untrained in assaults, so is more likely to be subject to tank panic.
If the assault element is depleted (half the hit points or more gone) - it is not too happy trying an assault.
If the assault unit is already spotted by the enemy, the chance is reduced.
Suppression of the assault element affects assault chance - and they cannot do so if pinned in any case.
As to the target:
If the tank has zero top armour, it is a "grenade bucket". Open topped AFV do not fare at all well in close assaults. same goes for AFV which have no armour on any other aspect (no rear turret say).
If the target is suppressed, it becomes much more vulnerable to assault.
If the target is in retreat or rout, or is immobilised, the chance goes up.
If the infantry A/T weaponry has no overmatch against any aspect (top is included - they are swarming over it) then the infantry chance is
much reduced. (The HEAT value is the primary reference here, even if no HEAT ammo is carried - ATR have a HEAT value for assaults but no HEAT ammo. HE AP value is also considered (for grenades and satchels). AP is not, as far as I can see)
If the vehicle is travelling fast, it is considered less able to avoid the assault, or react to it. Speeding into an ambush is not good tactics. Also, if the vehicle triggers an attack from an unspotted assaulter
in its own phase - the assaulter gets a bonus for blundering into ambush.
The sniper as an anti-tank asset?.
- single man so chances less good
- may have grenades, but only useful vs tin cans with some aspect of class 1 armour, or open topped grenade buckets
- Usually rather expensive elements!
- If assault fails, is probably going to be blasted at 1 hex range by an angry AFV. Snipers get
no special bonuses at 1 hex or less, and hence are easy meat.
- In a LC core, may have really good experience which helps the assault chance no end.
But then it is an even more
expensive very vulnerable asset.
I would be entirely happy if a PBEM opponent tried to use his snipers as anti-tank assets - especially veteran core troops
!
However most folk who wail about being assaulted by infantry are those who do not use proper tactics, and leave their armour blundering about unsupported, or even lead with AFV. These are usually "tread-head" types who seem to think armoured vehicles are invulnerable.
- drench areas you are going to enter with your supporting arty.
- Lead with infantry in close country, tanks to
follow the infantry "sweepers".
- At least have some infantry close by, unsuppressed and moving slowly (to enhance thier spotting ability). Grunts who debus off a half track that just moved umpteen hexes are
not "slow" - they are a bunched up juicy target. But they might draw some fire from unspotted infantry...
Cheers
Andy