Tank Orientation
Posted: Mon Aug 27, 2018 1:49 pm
Probably impractical to program, but...
It might make things much more interesting if a tank was given an orientation. In other words, the direction in which it is facing matters....a lot
Maybe a small dot or outline could be placed in one of the 4 corners of the square the tank is placed, or one of the sides. This indicated the direction the tank is facing. Any hit on the tank from a unit standing in a square within the quarter of the map to which that dot is facing is defended by a different (higher) armour value. Or more simply, by double the given armour value. This would have the effect of heavy frontal armour being more effective. Also, visibility should be better in this quarter of the map for the tank (due to the fact that the people in the hull (driver etc) can see through a slit here, but can't see anywhere else).
The tank can only move in the direction of the dot (or the exact opposite direction (reversing)). If the tank wants to move in one of the other 6 directions, it must consume a movement point to move the dot first, and only then move in that direction.
German or Russian tank destroyer such as that StuG IV or SU-122 etc can only fire in the quarter of the map in which the tank is pointed.
This change would bring in an element of needing to protect your flanks and avoid hits to the side. This effect could be particularly pronounced for some models, such as the Hetzer, which had particularly strong frontal armour relative to its side and rear armour.
It might make things much more interesting if a tank was given an orientation. In other words, the direction in which it is facing matters....a lot
Maybe a small dot or outline could be placed in one of the 4 corners of the square the tank is placed, or one of the sides. This indicated the direction the tank is facing. Any hit on the tank from a unit standing in a square within the quarter of the map to which that dot is facing is defended by a different (higher) armour value. Or more simply, by double the given armour value. This would have the effect of heavy frontal armour being more effective. Also, visibility should be better in this quarter of the map for the tank (due to the fact that the people in the hull (driver etc) can see through a slit here, but can't see anywhere else).
The tank can only move in the direction of the dot (or the exact opposite direction (reversing)). If the tank wants to move in one of the other 6 directions, it must consume a movement point to move the dot first, and only then move in that direction.
German or Russian tank destroyer such as that StuG IV or SU-122 etc can only fire in the quarter of the map in which the tank is pointed.
This change would bring in an element of needing to protect your flanks and avoid hits to the side. This effect could be particularly pronounced for some models, such as the Hetzer, which had particularly strong frontal armour relative to its side and rear armour.