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Second Lieutenant
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Omission added to the OP
  • Panther D's frontal armor increased from 12 to 13
  • Panther G's frontal armor increased from 13 to 14
:

Why this though. If these models dont have reduced turret/hull turn speed, they will be even harder to kill as a frontal shot is almost impossible and side shots are for naught.
 

FatRefrigerator

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I just killed 2 king tigers with that tin can. Vive la 76

Yeah if you use it right and shoot them in the ass. I'm just saying that the Allies are going to have trouble frontally killing and not frontally dying to a lot of German equipment. Nothing wrong with that, just saying.
 

Max_Damage

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Anyway im going to miss 7 acc on the panthers. It was herwarming to know they have 70% hit chance. Now only pak43 and king tigers have 7 acc.

And again i cant agree with 6 acc for m1 76mm. Pak40 vs m1 flavor is gone :mad:)

I want to ask a question about the new german stuart aka S35 tank. Wasnt it extra slow IRL? Because in the game it has a great 25 kmh offroad and a whole 70 kmh on roads. I remember hearing that it was actually very slow IRL , similar to those luftlande light tanks.
 

Uncle_Joe

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Wikipedia (for what it's worth) lists the S35 speeds as:

Speed 40.7 km/h (25.3 mph)
off-road: 32.2 km/h (20.0 mph)

I know Wargame scaled the speeds up a bit to match the rest of the changes. Not sure what that factor might be in SD.
 

Max_Damage

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Wikipedia (for what it's worth) lists the S35 speeds as:

Speed 40.7 km/h (25.3 mph)
off-road: 32.2 km/h (20.0 mph)

I know Wargame scaled the speeds up a bit to match the rest of the changes. Not sure what that factor might be in SD.
only relevant in comparison to the other tanks. SD scales speeds for balance and game mechainc purposes.
 

eMeM

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I also think that new aim time buffs for the shermans may turn out overpowered. Always first shot and guaranteed victory at closer ranges is a bit too much.

Sure, let's model all the German tank advantages and ignore all the flaws, while at the same time ignore all the advantages of the Allied tanks.

I think high accuracy, AP and armor of the Panther may turn out overpowered. Always guaranteed victory at long-mid ranges is a bit too much.
 

Hellequin

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Sure, let's model all the German tank advantages and ignore all the flaws, while at the same time ignore all the advantages of the Allied tanks.

I think high accuracy, AP and armor of the Panther may turn out overpowered. Always guaranteed victory at long-mid ranges is a bit too much.

I hope it will balance between the two nicely. I think the approach now will be to come at the panther from two different sides at mediun range. He might get 1 sherman but the other should slot him.

The older state of affairs would have the panther, half the time, slot one immediately turn and slot the other.

At least now it has to turn slower before slotting.
 

captinjoehenry

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Sure, let's model all the German tank advantages and ignore all the flaws, while at the same time ignore all the advantages of the Allied tanks.

I think high accuracy, AP and armor of the Panther may turn out overpowered. Always guaranteed victory at long-mid ranges is a bit too much.
I only sort of agree with you where aim time is concerned. If the Panther is sitting in ambush or has the turret / hull in the correct direction when it encounters the Sherman or if it is an ambush situation with a Panther laying in wait the Panther should get the first shot off. In the general situation though the Sherman definitly should get the first shot off if the initial engagement setup isn't very much in favor of the Panther.
 

Dongs Galore

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The changes seem somewhat minimalistic (for better or worse). They look like steps in the right direction though.

I was still sort of hoping for something to shake up infantry combat because right now it seems pretty far from 'realistic' (for WW2...casualty rates seem closer to WW1). Even just removal of the 'moving' penalty could have been worth a try.

It's a little-appreciated fact that casualty rates for Western forces in WW2 were almost identical to WW1. The loss ratio for a US or British division in the Ardennes in 1944 was the same as loss ratios in 1917-18. The only reason they seem lower is that they fought there for less than a year, rather than four straight years.

e: and also I suppose because the battles were generally shorter - but an infantryman in combat in 44-45 was still just as likely to become a casualty as his daddy was going over the top for the Hundred Days.
 

Vasily Krysov

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So in a shocking turn of events, the French division is probably too strong. Mostly on the back of it's income curve giving it an incredibly front-loaded advantage that it doesn't loose until well into Phase-C, but most pub games I play never seem to last that long, as I smash them hard enough to force a surrender.

Meanwhile, 3.AD quietly cries in the corner wondering where all it's M10's and cheap Shermans went. Seems the French stole them all
 

unipus

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Seems like good changes all around, for the most part.

Now I'm just hoping for some sort of artillery nerf vs. towed guns. As it is, almost every game I'm immediately seeing my M1 or Paks taken out by mortars as soon as they fire, which especially on the US side leads to situations where there simply is no remaining good answer to German armor.
 

DPK

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Seems like good changes all around, for the most part.

Now I'm just hoping for some sort of artillery nerf vs. towed guns. As it is, almost every game I'm immediately seeing my M1 or Paks taken out by mortars as soon as they fire, which especially on the US side leads to situations where there simply is no remaining good answer to German armor.
crew/intantrie replenishment!
 

Uncle_Joe

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Seems like good changes all around, for the most part.

Now I'm just hoping for some sort of artillery nerf vs. towed guns. As it is, almost every game I'm immediately seeing my M1 or Paks taken out by mortars as soon as they fire, which especially on the US side leads to situations where there simply is no remaining good answer to German armor.

But the flip side if mortars/arty couldn't eliminate AT guns it would be a more static game where AT guns covered by MGs/squads are nearly impossible to break through. Add a few mortars on defense to kill/suppress massed infantry and we have WW1 ;)

I usually take a few shots and move. Sometimes I make it, sometimes I don't. If possible, I try and counter-battery the enemy arty firing on my AT guns.