The Fulda Gap Modification for Wargame: Air Land Battle is designed to provide campaigns for the three major combatants in a hypothetical conflict between WARSAW and NATO forces. Forces for the campaign have certain preset variables but can be changed by the player as per his liking many elements of the unit availability and timeline range have been modified to fit into a reasonable expectation of probability for each country’s military capability.

Post feature Report RSS Fulga Gap '79 Campaign Timeline

The year for the campaign timer begins in 1979, this is the most likely year the Russians would have decided to attack (US morale and troop strength was at its lowest just after the Vietnam war) had STAVKA been given permission to begin planning their attack against the NATO force in West Germany after ’79 the chance of a Russian attack across the Fulda gap diminishes by roughly ten percent (10%) each year until 1989 when a general withdrawal of Soviet forces

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 Well, strictly technically speaking, every ammunition entitiy has a HitRollRule entity, which contains HitProbability and HitProbabilityWhileMoving parameters that just define the static and moving accuracy.
 Key type has to be "TableString" and Value type has to be "ObjectReference", for the values of those, I suggest you to use another unit as example
 Base accuracy:
 Stadiometric rangefinder = 3
 Advanced Stadiometric rangefinder or ranging MG = 4
 Stereoscopic rangefinder = 5
 laser rangefinder = 6
 Modifiers:
 weather sensor - +1
 Early ballistic computer - +1
 Barrel wear sensor - +1
 Modern solid state ballistic computer - +2
 integrated thermal sights - +1
 Penetration is defined differently in different countries, but on average they expect a penetrating round to deliver 50-70% of it's energy behind the armor. I.e. not only leave a dent in the armor, but actually cause serious damage to vehicle and crew.
 This just can't be shown with same AP vs same armor. Damage formula in game is (AP - armor)/2 + 1, so that'll just result in a massive 1 HP damage. 10 hits to cause a kill!
 To really show that a round delivers significant killing power behind armor, AP should be 5-6 points higher than armor. (13 - 7)/2 + 1 = 4 HP, which means 3 hits to kill, seems reasonable.

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