MK VII 75mm
Accuracy Far: 0.025
Penetration Far: 105
StuG III G
Target size: 17
Front Armour: 140
Chance to hit : 0.025*17=0.425, ~43%. Not accounting for scattered shots.
Chance to pen = 105/140=0.75, 75% chance of a long range pen on an unvetted StuG
So not accounting for scattered shots, a 31.875% chance each shot will penetrate a max range StuG. Worse if it is vet 2.
A StuG has 560 health, which takes 4 penetrating hits to kill. With each shot having a 31.875% chance to hit and pen, that equates to a rough total of 12.5 shots on average to remove a StuG.
StuG 75mm
Accuracy Far: 0.04
Penetration Far: 170
MK VII
Target Size: 26
Front Armour: 240
Chance to hit: 0.04*26=1.04, 100% chance to hit
Chance to pen: 170/240=0.7083..., 71% chance to pen
A MK VII has 1400hp which takes 9 penetrating hits to kill. Every shot will hit and has a 70% chance to penetrate, that equates to roughly 12.9 shots on average to kill a MK VII.
None of the above is accounting for moving accuracy, scattered shots (only applicable to the MK VII or moving StuG), or nay bulletins applied.
just tested the points above
1 stug vs 1 Churchill max sight range Churchill wins all the times with around half health (i think the scatter helps it save missed shoots)
2 stugs vs 1 Churchill max sight range the stug every time wins sometimes with 1 or 2 but one with only 1 shoot of dying and the other full health or the 1 remaining only suffering from 1 shell
1 stug + command p4 aura vs Churchill max sight range Churchill wins every time with around 1/3 of its health
BTW Churchill has Accuracy multi 0.75 on the move
like how you just casually ignore this. You cant just read some statistics and expect it to be identical ingame. |
If we could cut his vision by half when cloaked that would probably be enough.
Reason for that is it prevent to use it as a scout unit and can't spot for itself when going into hunt behind enemy lines.
vision cut in half at all times whilst cloaked or only when its moving? |
Yeah I don´t get why people repeat this over and over again. The Churchill has terrible armor for a heavy tank. 240 frontal armor is the lowest amongst all heavy tanks.
axis dont have access to 60 range high damage/pen tank destroyers, which is why they struggle vs Churchill's |
No it wouldn`t. Soviets early game is horrible vs OKW. Only hope is M3 and praying it doesn´t die to Raketenwerfer mines or bad pathing after being blobbed down.
you mean praying the m3 will walk into your pupchen and do some additional prayers that it wont end up taking 2 years to aim, miss or hit the fkin ground. M3 with its moblity and firepower will dominate every other unit OKW has early game |
Why are you only talking about OKWs nerfed opening? I was talking about both OKW and UKF. If both of them are being nerfed they clearly aren't just catering to US. How does UKF nerfs help them. If you pick and choose which things to focus on you can make up whatever story you want
Furthermore penal+clown car isn't just a strong option against OKW, it's the only one. If it doesn't work you're pretty much screwed
Nobody said UFK early game specifically is being nerfed only some possible change to IS, could be ther vet or to do with duel upgrades.
Doesn't change the fact that clown car+penal is still powerful a tactic vs OKW. |
What the hell are you talking about? My post was about the Eastern factions....
Which eastern front army struggle vs OKW openings? Soviets with ther penals or clown cars??? quite clearly, nerfing OKW early game would only be done to suit USF |
Overwhelming is the only tactic OKW has vs USF in the early game, if they cant do that they will get steamrolled by USF early game, and once mid game comes they'll have no chance |
Can still be 4 man if they Improve spacing and reduce received accuracy |
See, here I completely disagree.
I think the Pak is easier to counter with light vehicles than a Shreck Squad.
Mobility is the whole point of infantry AT.
imo its purely situational, sometimes mobility is better and in some situations the PAk is the better option and i think that's a good thing allowing the ostheer player to choose and makes the builds less predictable. |
Sturms are fine as they are, just remove panzershreks from them and make them easier to vet.
Volks can have the option between stg's or anti tank rifles (panzerbusche) would be better imo.
Having OKW rely one ONE unit for aggressiveness and pushes is stupid remember, OKW will only have 1 maybe 2 sturms on the field. early game OKW already struggle early vs garrisons even with flame nade, and these changes will make it worse.
If u want flame throwers, go the festurm doc |