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Old April 25th, 2007, 09:57 AM
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Default Re: WinSPMBT v 3.0 Bug?

Ok, lets go through it ignoring the bit's relating to shell splinter messages

Quote:
#1 - HE artillery does NOT supress armor in the same or adjacent hex
.


It does for me. Even a "light" barrage will leave some tanks in the affected area in various degrees of suppression. If you think you have a point to make a save game demonstrating this is the best way to make it because every test I've run shows the game working exactly the way it should. The last one I ran had arty targeted two hexes away around the outskirts of a company of tanks, one tank per hex and after the barrage every tank ( 14 ) had suppression ranging from 8 - 14 points

Quote:
#3 - I've had a few incidents where aircraft rockets/missiles have killed multiple vehicles in a hex and adjacent ones.
.

Yep. They're rockets and therefore HE. That's what HE does. The affect was more pronounced in earlier versions and has been reduced a great deal in V3. You'll still see that once in awhile though.

Quote:
#4 - AP/ATGM/Sabot/HEAT rounds supress other vehicles in the target hex but NOT the target vehicle.
.

I really have NO idea what circumstances you could be seeing what you describe. Are you suggesting that if AP/ATGM/Sabot/HEAT rounds are fired at tank A that Tank B in the same hex gets suppression but the one fired at does not ?

After Hitting or missing ? A save game or demonstration scenario showing this would be most interesting. I took Warriors with AP armed Rardens and fired at 2 groups of two T-55's . I fired once at each group with the Rarden only ( AP ammo ) then ended the turn and checked the affects from the other side and only the T-55's I fired at and hit had surpression which is exactly the way the game is supposed to work

Don
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