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Old 10-07-2006, 09:28 PM   #1
axisplayer_199
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Default German Tanks and there AI attack

Can someone plz tell me why the German Tanks exp(Panzer IV, Panther, Tiger,etc) have a lower AI attack than most allied tanks. I believe the standard amount of MG's on most German tanks were 3, and a Sherman for example has 3 MG's aswell
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Old 10-07-2006, 09:37 PM   #2
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Quote:
Originally Posted by axisplayer_199
Can someone plz tell me why the German Tanks exp(Panzer IV, Panther, Tiger,etc) have a lower AI attack than most allied tanks. I believe the standard amount of MG's on most German tanks were 3, and a Sherman for example has 3 MG's aswell
Well I think it was done for balance I guess...

Again I belive all tanks should have the abuility Overrun...
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Old 10-07-2006, 09:42 PM   #3
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I think it has to deal more with the main guns. I think the American main guns were better against infantry than the Germans.
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Old 10-07-2006, 09:56 PM   #4
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yeah i always thought that it was the main gun shooting except in the case of a very machine gun heavy tanks such as a stuart. i think i read that those had like...6 mgs but im not sure.
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Old 10-07-2006, 10:22 PM   #5
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The AI mainly reflects the main gun, not machineguns.

This can be seen in the AI value of the US Tank Destroyers (M18,M36). The TDs did not have bow machine guns or Co-ax weapons. The US TDs pintle MG was mounted on the back of the turret and was not intended for use against infantry. Other TDs had overhead covers improvised and that prevented the use of the MG totally.

Many US TD commanders (Sgts) were demoted for refusing to man the MG against enemy infantry because they were easily shot while using it.
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Old 10-07-2006, 10:28 PM   #6
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Might it also reflect the different ammo types used by these units? I don't know, I'm no history buff, but I wonder if the German tanks in question didn't carry rounds designed to attack infantry with. I would assume they did this so they could carry more antitank ammo. If I remember correctly they used HE (high explosive) rounds on infantry and AP (armour piercing) rounds on tanks.
Like I said, I'm no expert, but this is my thought.
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Old 10-07-2006, 10:36 PM   #7
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Shermans had 3, sometimes german tanks had MGs on the turret, but not always.
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Old 10-07-2006, 10:44 PM   #8
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7/7/6 is the "standard" benchmark for a tank's AI; this is what most German tanks have. Just one or two Sherman variants have 9/9/7 or higher....the Rhino and the Firefly conspicuously do not have this high rating.

As someone else pointed out, the high-explosive capacity of a tank's main gun SHOULD be the only real factor in determining AI rating. Pintle and coax machineguns, while useful for stopping close-range infantry assaults, aren't reliable enough to be used in calculating a tank's overall AI in this game.

From a historical perspective, most German and American tanks carried sufficient HE ammo to assault infantry positions. British tanks, especially early war Africa units, had craptacular anti-infantry performance on their 2-pounder guns, mainly because they weren't issued HE ammo as standard.
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Old 10-07-2006, 11:57 PM   #9
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Quote:
Originally Posted by dictator_wanna_be
Well I think it was done for balance I guess...

Again I belive all tanks should have the abuility Overrun...
I recall reading some of the thread about "Overrun" sometime back. It certainly has merit. Did you come up with anything? I was thinking that it could work this way: The infantry unit being overrun has to make the appropriate cover save for the type of terrain it is currently occupying othewise it is disrupted. So, for example: infantry being overrun out in the open (a clear hex) are always disrupted, in a town, hill or forest it is disrupted if it fails to make it's 4+ cover save, and so on. Just a thought, or did someone else already have this thought? It woud be simple enough to incorporate.
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Old 10-08-2006, 12:23 AM   #10
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Quote:
Originally Posted by Krimsonstarr
I recall reading some of the thread about "Overrun" sometime back. It certainly has merit. Did you come up with anything? I was thinking that it could work this way: The infantry unit being overrun has to make the appropriate cover save for the type of terrain it is currently occupying othewise it is disrupted. So, for example: infantry being overrun out in the open (a clear hex) are always disrupted, in a town, hill or forest it is disrupted if it fails to make it's 4+ cover save, and so on. Just a thought, or did someone else already have this thought? It woud be simple enough to incorporate.
I think other people have toyed with this idea... I just feel like it should be an inbuilt concept of the game. I simply wanted the Tiger 1's overrun text to apply to all armor. But your solution is a little more creative... maybe give all infantry the cover roll option to "jump out of the way" to an adjacent hex, the more cover the easy possibility to do so... or jump prevents the disruption... but I would settle with just regular overrun... really silly that one soldier can pin down a KT.

Maybe another option is to make tank AA more effective at longer distances ex: 8/10/9
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