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Old April 15th, 2018, 05:57 PM
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scorpio_rocks scorpio_rocks is offline
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Default Re: Implementing A Reverse Slop Defense

Not sure this works as you think...

The tanks coming over the crest are, in the game, considered hull-down and consequentially harder to hit - If they survive the opportunity fire when first becoming visible they will have a significant advantage in future turns.
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Old April 15th, 2018, 10:37 PM

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Default Re: Implementing A Reverse Slop Defense

Quote:
Originally Posted by scorpio_rocks View Post
Not sure this works as you think...

The tanks coming over the crest are, in the game, considered hull-down and consequentially harder to hit - If they survive the opportunity fire when first becoming visible they will have a significant advantage in future turns.
A key factor in real life reverse slope defense is the angle of slope needs to be steep enough that the enemy tanks crossing the topographical crest cannot depress their main gun enough to target the defenders. This prevents the hull-down danger. Typically western style tank design (higher placement of gun/turret with turret crew in a turret basket floor) has more minus depression than soviet style design but I am not sure if the game reflects this.
I think a difference of more than +5/+0 in the slope design might give better results. In real life a steep climb for the enemy and a long slope for the defender works best.
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Old April 15th, 2018, 10:51 PM
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Post Re: Implementing A Reverse Slop Defense

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Originally Posted by jp10 View Post

I think a difference of more than +5/+0 in the slope design might give better results. In real life a steep climb for the enemy and a long slope for the defender works best.
Thanks. I'll increase the elevation and see what happens. In the game, not sure how the calculations are made, but I have observed the defenders get the first shot. Usually, you want that first shot.


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