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FaoF--Knightly Combat, Scenario 27 Hidden Units?
06-05-2022, 03:45 AM,
#9
RE: FaoF--Knightly Combat, Scenario 27 Hidden Units?
(06-04-2022, 01:58 PM)cjsiam Wrote: I think it makes sense...at least for initial set up.....
Also, Peter's extensions/mods all All AT guns to be efficient...they have one job....
always felt it a bit odd that the light AT got one shot, but same gun in a tank
can get two...little of that makes sense (targeting ease, loading, aiming,etc...all would seem more constrained in a tank)...

My rational for making AT guns efficient, and mentally changing the term from armor efficiency to gunnery efficiency, was that with an AT gun has 5+ guys with elbowroom working it, where as a vehicle gun has 2-3 guys working it in a tight space. I also made AA efficient because they send a lot of rounds down-range, and hitting is really a numbers game in the end. I'll also point out that I flattened the AT probabilities a little.
Schoenwulf, cjsiam, goosebrown like this post
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RE: FaoF--Knightly Combat, Scenario 27 Hidden Units? - by plloyd1010 - 06-05-2022, 03:45 AM

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