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Guys, I'm curious about some details regarding how infantry units work in the JTCS. Here goes.

1. When units try to dig-in, do they have the same chance to create an IP regardless of terrain? It would logical for this to be so.

1a. Do all non-engineers have the same chance to dig in? I.E., to SS Panzergenadiers have a better chance than Russian cavalry infantry to create IP's per turn?

1b. Do infantry units with more strength points have a better chance to create IP's than low-sp units?

2. I like the new minelayer engineers, but I disagree that they can only lay one mine, and then they become useless. I would think a better solution is to make the unit go low ammo when it makes a minefield, but can lay another field as soon as it recovers from low-ammo status. I would think that a vehicle of some type should be used to facilitate the creating of multiple minefields for a given minelayer platoon, but I was not sure if this could be coded into the game.

In short, the minelayer platoon badly needs to have the ability to make multiple minefields - though at a fairly slow rate (one every 2+ turns). Is there any chance these minelayers will be improved in the future? And what do you, my fellow wargamers, think about such a change?

3. I really like the construction engineers, but in my opinion their chance to make a block or a trench needs to be upped somewhat. Six failures in a row is kinda annoying, and in short scenarios, a potential game killer. Anyone know what the percentage chance is that construction engineers can make field works in a given turn?

3a. Do construction engineers with more strength points (sp's) have a greater chance to make something, compared to a low-strength platoon? If so, by about how much?

4. Shouldn't low strength or specialized anti-infantry infantry (snipers) have a chance of NOT becoming spotted when they fire, in a way similar to smaller-caliber AT guns (and for the exact same reason)?

5. I have noticed that early war German engineers have a very high anti-armor attack, whilst other nations engineers often have a weak anti armor attack even later in the war. Why are german engineers so powerful in this regard? Should we consider a German engineer that has a weak attack vs. armor until panzershrecks became available?

Comments?
A few of the questions were not well worded - I corrected the verbiage a bit.

C'mon guys, speak up! Whip
(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]1. When units try to dig-in, do they have the same chance to create an IP regardless of terrain? It would logical for this to be so.

Terrain type has no affect.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]1a. Do all non-engineers have the same chance to dig in? I.E., to SS Panzergenadiers have a better chance than Russian cavalry infantry to create IP's per turn?

No, they all fill sandbags equally.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]1b. Do infantry units with more strength points have a better chance to create IP's than low-sp units?

As far as I know, the die is cast once per platoon, regardless of strength.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]2. I like the new minelayer engineers, but I disagree that they can only lay one mine, and then they become useless. I would think a better solution is to make the unit go low ammo when it makes a minefield, but can lay another field as soon as it recovers from low-ammo status. I would think that a vehicle of some type should be used to facilitate the creating of multiple minefields for a given minelayer platoon, but I was not sure if this could be coded into the game.

Something of the sort was tested but became overly abused. In Modern Wars, the mine platoons have been converted into squads instead.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]3. I really like the construction engineers, but in my opinion their chance to make a block or a trench needs to be upped somewhat. Six failures in a row is kinda annoying, and in short scenarios, a potential game killer. Anyone know what the percentage chance is that construction engineers can make field works in a given turn?

They are designed for longer, monster-esque scenarios.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]3a. Do construction engineers with more strength points (sp's) have a greater chance to make something, compared to a low-strength platoon? If so, by about how much?

As above, one roll per platoon per turn, regardless of strength.

(06-23-2011, 10:50 AM)John Given Wrote: [ -> ]4. Shouldn't low strength or specialized anti-infantry infantry (snipers) have a chance of NOT becoming spotted when they fire, in a way similar to smaller-caliber AT guns (and for the exact same reason)?

They are coded in a similar manner and some specialized infantry have the ability to move in LOS without being spotted (based on a die roll)

Jason Petho

Thanks for the reply Jason, very informative.

I was also concerned that the minelayer engineers might become overpowered if they could lay a minefield every 2 turns or so, but the alternative is to put a larger (perhaps much larger) number of them on the map to allow for more mine creation, which didn't seem realistic.

Glad for the heads up on the sniper infantry as well.

you gotta love how our hobby has grown and developed over the years. Big Grin

cheers