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Random mobility crits are stupid in Wargame. At the very least make them more comprehensible. Have some sort of indicator on a unit that "fills" once the longer you drive offroad. The higher the indicator, the higher the chance of getting a critical mobility hit, for Tigers it could fill faster.

But without this kind of indicator, I don't want to see these kind of crits returning.
 
@Ulatersk

You're greatly exaggerating what anyone is actually discussing here to the point of absurdity in order to discredit the notion, and any data I come up with, you will just move the goal posts until we're at the point where I need to visit the archives at Berlin and then fax you copies of the original documents; I already provided you with an excerpt from one of the best sources of Tiger II information.

Sorry but I've lost interest in talking to you.
 
Random mobility crits are stupid in Wargame. At the very least make them more comprehensible. Have some sort of indicator on a unit that "fills" once the longer you drive offroad. The higher the indicator, the higher the chance of getting a critical mobility hit, for Tigers it could fill faster.

But without this kind of indicator, I don't want to see these kind of crits returning.

This is at least supposed to pay homage to realism and I loved that about wargame. Because it added some elements of intelligence, realism, fun and difference to the game without going overboard. I hate starcraft style Excel completely reliable wargames. Because they are not really wargames but games where perfection enables players to execute perfect plans.

War is not often about X+X = Z. It is often unpredictable despite best laid plans. You roll the dice and hope for the best. You can only influence the battle, not control it. If people are such ragers or autistic and cannot handle it when your plans are also influenced by some luck and terrain as well as the enemy and build in some redundancy because of it then I dunno.
 
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If there's a vote, I'd like to keep the crits. For flavor.....;)
 
What if vehicles had a reliability modifier that helped determine the chance to break down, and just say like Light tanks 0.01% chance per mile medium tank 0.02% and Heavy tank 0.03%.
I know this isn't based on reality, but I like the idea of having this layer of depth in the game, without singling out one tank but making it a general thing based on type of tank, rather than individual reputation of one or two tanks, it will also mean we won't have to argue about it and find historical documents.
 
Random mobility crits are stupid in Wargame. At the very least make them more comprehensible. Have some sort of indicator on a unit that "fills" once the longer you drive offroad. The higher the indicator, the higher the chance of getting a critical mobility hit, for Tigers it could fill faster.

But without this kind of indicator, I don't want to see these kind of crits returning.

Wheraboo! Gotcha!
 
Because it added some elements of intelligence
How does it add intelligence if your unit could spawn, drive a metre offroad and get detracked, rendering it completely useless for a minute?

I can understand that people want to keep it, but it is just outright stupid if your unit gets an instand mobility crit right after it spawned for example.

At least make it so it is invlunerable to that for 10sec after getting off the road. Or somewhat comprehensible. But not 100% random, so that the one tank gets to the frontline without any issues whereas the 2nd one gets detracked 3 times.
 
You're greatly exaggerating what anyone is actually discussing here to the point of absurdity in order to discredit the notion, and any data I come up with, you will just move the goal posts until we're at the point where I need to visit the archives at Berlin and then fax you copies of the original documents; I already provided you with an excerpt from one of the best sources of Tiger II information.

Sorry but I've lost interest in talking to you


You are entirely entitled to your opinion.


However, if we would admit any kind of data then:

MZ1rMy1.jpg



Such (un)reliability system could be easily justified to be included for both sides.



And as I said, readiness rates mean nothing.


You can have 100% readiness with US army with entire tanks for spare parts, massive reserves and units to rotate on the frontline, and efficient supply chain, or you can have 38% readiness with no coal for your trains, no repair facilities, no spare parts, dozen units for entire front, and entire supply chain being interdicted.



Which is all nice, but it doesnt solve the problem of what would be put ingame, when for example, Panther reliability varied from the famous 150 km second-hand models to 4200 km without breakdown.


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Congratulations!

You got yourself caught.

What's the next part of your master plan?
Next plan? Hah! My plan is already older than you think! I was already in contact with FLX to make Tigers invulnerable death machines. You though T-80Us were strong in EE? Just wait for Normandy 44. :rolleyes:
 
Can heartily recommend this book. The one on the panther is also very good, and the Tiger vs Firefly one is good for some anecdotal evidence and a Normandy theme. Does give the impression that Tiger>>>>>>>all allied tanks though.

I need to get my hands on relevant Hunnicutt books as well. I have a bunch of ones for Cold War tanks from the Wargame times.
 
Wheraboo! Gotcha!
Interesting conclusion to draw, seeing as these crits work, in the way Razzmann wants to avoid happening, in wargame already, and he's campaigned against them forever..... I also tend to listen to him as he's rather good at wargame, and knows the pain of random crits on "hero units" (superheavies and the like) changing the course of games. This rng is not great for gameplay imo, as in wargame a single crit that disables the gun of your challenger 2 can lose you the game. This is the single worst thing ever.
 
Interesting conclusion to draw, seeing as these crits work, in the way Razzmann wants to avoid happening, in wargame already, and he's campaigned against them forever..... I also tend to listen to him as he's rather good at wargame, and knows the pain of random crits on "hero units" (superheavies and the like) changing the course of games. This rng is not great for gameplay imo, as in wargame a single crit that disables the gun of your challenger 2 can lose you the game. This is the single worst thing ever.
Oh come on, having your gun damaged is awesome flavor and realistic. You just withdraw and I'd like to have to have it repaired rather than a cool down.

The 'thrown a track' or 'stuck in mud' are the annoying ones and could maybe use some sort of documentation or indication of how likely they'll be.