Reds won most rounds, because they had:
- IS2's to take out Panthers at long range without any threat to themselves.
You forget to mention the 1st, 13th and 23rd Panzer Divisions were part of the III Panzer Corps, as well as the 503 heavy battalion. And the 24th Panzer Division took part as well.schwere-Panzer-Abteilung 503
Orders of Battle
....
October 1944 - Debrecen
So the Tiger 1's can be re introduced to compensate till the King Tiger is Ready for RO, which will be soon boys and girls
- Abteilung Stab Zug (3x Tiger II ausf B, 6x SdKfz 250)
- 1./sPzAbt 503 (14x Tiger II ausf B)
- 2./sPzAbt 503 (14x Tiger II ausf B)
- 3./sPzAbt 503 (14x Tiger II ausf B)
It was a big battle / operation, over many square miles, that lasted 3 weeks (?), and several panzer battalions. Who can say which part we are playing. The balance of the map is more relevant.Im not sayin that but if Tigers were in the battle put them in, and use the Tiger one in its stead till the KT is ready for RO, not a balance thing but a mor historical aspect.
Ok, I believe you.Paajtor 2 days ago was the same with allies team. Teams were even and allies lost 4 rounds and won only 2. Yesterday axis also won some round. If there was another Tiger added, axis would be winning too many times.
Giving everyone satchels is encouraging the same behavior you see on Orel. Someone drives up to an enemy tank before getting knocked out they bail and run at them with primed satchels.yes but in war infantry was everywhere and I want that tanks wouldn't be completely safe at for example Village, they must be careful. Besides satchels with AB are not so useful as in stock RO, you can't destroy tank while he's moving beacuse radius of satchel is widely reduced.
Paajtor 2 days ago was the same with allies team. Teams were even and allies lost 4 rounds and won only 2. Yesterday axis also won some round. ....
Giving everyone satchels is encouraging the same behavior you see on Orel. Someone drives up to an enemy tank before getting knocked out they bail and run at them with primed satchels.
Your map is just too big for infantry to be represented in a realistic manner. You have created a realistic large scale late war tank map, leave it at that.
Ok, I believe you.
Guess it just depends on which players are on the server (no surprise there, lol).
What are your plans, when the TigerII eventually becomes available?
Nothing, and wait for the SU-100?
paul you are right when i am in a panther i have taken out 2 js2 and 3 t34/85 in a couple min the panther its fantastic if you know how to use the panther it can be a proper killer ohh and you must use team work ;-) on his mapI disagree with this... all things being equal, with AB the Panther has the advantage over the IS2.
Buwhahaha you wont to see the long nose killer so do i, the humble jagdpanzer 4So let they play with AB . With AB you can't destroy tank by satchel when he's moving, radius is too small. You must place in on top of tank or just close to tank.
And that's why I'm not adding some infantry roles like PAK soldats beacuse there would be too less them, crewmans with satchels only simulate real infantry in some way. For me it never happend with AB that some infantry was in time to run to my tank and place satchel before I shot him. It's very easy to kill him anyway.
Maybe I'll remove 2 panthers and leave only 1 Panther along with 1 King Tiger or something like that. I'd like to add JgdPzIV/70 also as it were many in this battle.
Yes, it is due to the AB-mutator.That sounds ok.
But regarding the SU-76...it's cannon turns extremely slow. Is this because of the AB-mutator?
Why was this done that way? The SU is already very vunerable because of it's weak armour. Add the slow-turning cannon to this, and you become a sitting duck.
P.S. The traverse speed of Stug and Su-76 is not based on specifications, because there is no specifications - the gun was hand traversed and it depended on traverse mechanism ratio how fast you could physically crank it... It was based on my personal feeling about how fast hand traversed mechanism could be operated. Don't know how many degrees one rotation of the hand wheel meaned. On Tiger, it was 0.5deg. On light tanks, sometimes 2deg/rotation. If it was around 1deg/rotation in the Stug, then whole 360deg rotation would need 360 rotations of the wheel. How fast one could operate such wheel ? I believe not more than 2-3 rotations per second on flat surface, and when the initial inertia of the gun was overcomed. So 360 rotations. 2-3 rotations per second, 180-120 seconds needed to turn 360deg, so rotation speed of about 3deg per second. The Stug traverse speed in 2.05 is 360deg in 100 seconds / 3.6deg/s, so it's even faster than that. I don't think it could be faster, at least untill I see better data supporting this.
So I probably reduce in both sides to 12 tanks or something like that.