Hey y'all, apologies for the stupid question, I just cant seem to find a definitive answer. How is double shot treated as far as attacks? My question specifically arose from the Panzer II C and its painfully low stats for a vehicle sporting a 20mm cannon. When a double shot unit attacks and you roll twice, do the dice results sum together to equal one attack, or do they count as two separate chances at damaging a unit?
Ex: panzer II fires on 5/5 infantry at long range. Double shot calls for two rolls. If they're separate attacks, there is zero chance of damage as 4 rolls cant yield 5 hits. If they're added together, the panzer could potentially damage/ kill.
I'm sincerely hoping they sum together, as if not, the Panzer II C is woefully underpowered. Even if it fires twice, the odds of each attack successfully disrupting/ damaging would be about 4.6% at medium or short range. Admittedly, double shot is a special ability I never use, but maybe I should if it works like I hope it does. Thanks,
Logan
Last Edit: Oct 10, 2020 6:43:18 GMT by lclmopar426
Are separate attacks like Machine Guns. Never sum. Find roles like reach Objective, Overwatch, enfilade fire, gain disrupted....
Dang. So quite possibly the worst unit in the game. Costs about as much as a much smaller caliber machine gun team and does significantly less damage with a gun twice their caliber. Where's the sense in that?
That stat card definitely needs fixing. Meanwhile its 2 defense makes it extremely vulnerable. I can't think of a worse unit! The L3 is slightly worse I guess. The Panzer I does more damage with smaller guns and it costs less?! Lol. All of the above is with regards to infantry. Of course, it has better anti vehicle stats, but not enough to really make it a better choice over a 38t for 3 more. It needs to have 7,7,4 at least to make it competitive. Maybe even 9,8,4. Vehicle stat seems fine though
Last Edit: Oct 10, 2020 13:50:37 GMT by lclmopar426
Another example of a "Broken Unit" is the Quad .50...at Long Range it has only 6 dice...less than the M1919 MG at the same range & .50 caliber MG's were a much larger projectile with greater range & with 4 of them firing....IMO, it should be close to the BOFORS in potential damage....but we have no clue how WotC did their calculations for weapons but I think "Adult Beverages" were in the equation somewhere..
Another example of a "Broken Unit" is the Quad .50...at Long Range it has only 6 dice...less than the M1919 MG at the same range & .50 caliber MG's were a much larger projectile with greater range & with 4 of them firing....IMO, it should be close to the BOFORS in potential damage....but we have no clue how WotC did their calculations for weapons but I think "Adult Beverages" were in the equation somewhere..
It almost seemed like "power creep" to me at first, seeing as the IIC was an early unit. But the MGs are still better in the same set. And I see your point with the 50s. Not saying I'm a game designer, but it seems like there needed to be more attention placed on the odds of outcome in the event of combat with other units and that just didn't happen. Even if you want to like the IIC, odds are it will only succeed in damaging a unit very rarely unless point blank range. It doesn't have strike and fade so you've got a unit that is really bad at doing the one thing it's stats lend it to do and even then, odds are, it fails to accomplish that task
I've never really compared across V1 and V2 since I usually only play with V1s but the sdkfz 231 is better in every way and gets strike and fade and costs less
You’re also dealing with some advantages in speed and being a vehicle when you compare this with a Soldier. While the attacks be less, they are on a vehicle instead of a soldier and that has its advantages/trade offs.
They are more affordable if you want to put a third of your build points into a formation. I would only consider that if I knew the other side would not want to bring vehicles.