Wargame: Red Dragon

Wargame: Red Dragon

Nick Mar 12, 2018 @ 8:48am
How does armor work?
I always though armored worked by taking the damage and subtracting that by the armor amount and if the armor is the same or higher than the damage the tank takes none. But lately I have been using some tanks and having then shot by tanks that have too little dmg to anything from the front and still doing quite a bit to my tank. For instance I had a Chimera ( that has 20 from armor) which got attacked by a ZTZ-80, the ZTZ-80 does not have the firepower to even hurt the Chimera but 2 shot it form a decent distance from the front. I was wondering if what I have heard about armor is false or if there are certain things that can make this happen, This also has happend to my Merkava tanks, T-90s, T72s, and Abrams so I dont think its a glitch.
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Showing 1-15 of 17 comments
Nero Mar 12, 2018 @ 10:02am 
I no longer know the exact numbers but I can tell you what it is.

AP against Armor is scaling over distance. So the closer the enemy is the more damage his AP weapon will do. The same goes for you your tanks will deal more damage the closer they are. They are also more accurate. Certain weapons like the missiles on tanks for example are not AP but HEAT. These HEAT weapons ignore armor and if their AP value is lower than the enemy armor will do 1 damage. Sometimes weapons do critical hits which do double damage. Other critical hits disable something like ammo box hit.

Its every 375 meters or so. The 200 page guide probably has it covered.

Also the armor value of 1 is special and units with 0 armor take even more damage and HE machineguns can hurt them.

I'm pretty sure the ingame tutorial has this covered too.
Last edited by Nero; Mar 12, 2018 @ 10:04am
Nick Mar 12, 2018 @ 10:09am 
Thanks, I never knew that. I should really take a look at the 200 page guide.
Captain Butthurt Mar 12, 2018 @ 10:31am 
That "HEAT always deals at least 1 damage" rule can lead to hilarious tactics when players hoard a monstrous amount of cheap 10pts vehicles with horrible stats and pretty much no armor, and go on killing spree against highest-tier tanks and other armor, simply overcoming them by sheer numbers, like Skaven in Warhammer lore.

It's rarely cost-effective, but always is a sight to behold. Easily countered, but can be devastating if launched suddenly from good cover from line-of-sight (i.e when taken on a long flanking route through thick forest)
Last edited by Captain Butthurt; Mar 12, 2018 @ 10:34am
(AP-AV)*0.5 + 1 is the dmg formula for KE, given that AP values given are at max range and increase by 1 for every 175m distance closed to the target and AV is above or equal to 2 (which is why 2 AV is so important). At 1AV, it's simply AP-AV + 1, and for 0AV, I believe for KE and HEAT is 2(AP-AV) + 1. For HEAT, given that AP-AV > 10, add a point of damage such so that extra damage = AP difference - 10. Stack that on top of the (AP-AV)/2 + 1 thing and you get why 14 AP HEAT difference is so critical because that's what lets you oneshot with HEAT.
HEAT also always does one damage if the shell can't pen
Viss Valdyr (Banned) Mar 12, 2018 @ 11:16pm 
0 armor loses 10 hp vs 5 ap (ke/heat)

1 armor loses 10 hp vs 10 ap (ke/heat)

2 armor loses 10 hp vs 16 ap heat (magic atgm number) or 20 ap ke


so, you need +14 heat to instakill or +18 KE.
to make 5 dmg: +10 heat or +10 KE
Zhar_to Mar 13, 2018 @ 11:43am 
Here you can find the tables for KE and HEAT.

https://docs.google.com/spreadsheets/d/1IedIsebpMgNKPemDxSwpAhDBq-wf-uSeGr01dbfBa-s/edit#gid=1938600268

KE scaling is +1 every 175m. There are tables for this too.
Trench Rat Mar 13, 2018 @ 3:25pm 
Originally posted by Captain Butthurt:
That "HEAT always deals at least 1 damage" rule can lead to hilarious tactics when players hoard a monstrous amount of cheap 10pts vehicles with horrible stats and pretty much no armor, and go on killing spree against highest-tier tanks and other armor, simply overcoming them by sheer numbers, like Skaven in Warhammer lore.

It's rarely cost-effective, but always is a sight to behold. Easily countered, but can be devastating if launched suddenly from good cover from line-of-sight (i.e when taken on a long flanking route through thick forest)

If you’re sneaky it’s worth doing. I had 4 groups of 2 totally 8, Rover wombats and a Rover pinky for recon. They were hiding in the woods weapons off. Waiting for an enemy tank to come by then suddenly all weapons on at close range. Slaughtered a Soviet tank group.

Rover Milans are better on paper but the risk of it missing due to destruction isn’t worth it.
Rabidnid Mar 13, 2018 @ 9:07pm 
Originally posted by zhar_to:
KE scaling is +1 every 175m. There are tables for this too.

Yup also 5% accuracy per 175 metres, which makes all those low accuracy guns much more effective at close range. Accuracy caps out at 70% with any additonal accuracy improving critical chance instead.

There are also accuracy buffs due to the veterancy of the unit, but no one quite knows how they work, as the published figures are not completely accurate. Veternacy does also improve response to panic and other factors, so it's generally a good thing to have.
Nero Mar 13, 2018 @ 9:43pm 
That Yugo transport with double RR is the most OP unit ever.
Zhar_to Mar 14, 2018 @ 12:54am 
Originally posted by Rabidnid:
Originally posted by zhar_to:
KE scaling is +1 every 175m. There are tables for this too.

Yup also 5% accuracy per 175 metres,

Not really.

It is 1 + 3 * ( 1 - X ) ^ 3

X= ratio between max range and target range


Source:
https://forums.eugensystems.com/viewtopic.php?f=189&t=56469&p=906629&hilit=accuracy#p905978
Zhar_to Mar 14, 2018 @ 12:54am 
Originally posted by WitchingSnake:
That Yugo transport with double RR is the most OP unit ever.

15pt BVP is better
Nero Mar 14, 2018 @ 6:01am 
Originally posted by zhar_to:
Originally posted by WitchingSnake:
That Yugo transport with double RR is the most OP unit ever.

15pt BVP is better

Nonsense.

10$ and 40% accuracy and dual fire and high veterancy and best of all able to penetrate a Leo2A5. FLX should be flogged in a public square most incompetent dude ever.

So glad that they are striking might as well kick the whole bunch out. Master Level Designer and Seasoned Diploma Game Designer my arse.

A Yugo from 1966 most OP unit it is beyond comical. Well the 9 is a turned 6 so its the name of the beast huh.
Last edited by Nero; Mar 14, 2018 @ 6:05am
Zhar_to Mar 14, 2018 @ 12:02pm 
Originally posted by WitchingSnake:
Originally posted by zhar_to:

15pt BVP is better

Nonsense.

10$ and 40% accuracy and dual fire and high veterancy and best of all able to penetrate a Leo2A5. FLX should be flogged in a public square most incompetent dude ever.

So glad that they are striking might as well kick the whole bunch out. Master Level Designer and Seasoned Diploma Game Designer my arse.

A Yugo from 1966 most OP unit it is beyond comical. Well the 9 is a turned 6 so its the name of the beast huh.

You assume he is responsable for the p2w choices.
Nero Mar 14, 2018 @ 12:16pm 
Originally posted by zhar_to:
Originally posted by WitchingSnake:

Nonsense.

10$ and 40% accuracy and dual fire and high veterancy and best of all able to penetrate a Leo2A5. FLX should be flogged in a public square most incompetent dude ever.

So glad that they are striking might as well kick the whole bunch out. Master Level Designer and Seasoned Diploma Game Designer my arse.

A Yugo from 1966 most OP unit it is beyond comical. Well the 9 is a turned 6 so its the name of the beast huh.

You assume he is responsable for the p2w choices.

Oh he totally is. The prime reason that he got hired was to avoid this kind of mess and screw ups and the whole forum cheered and praised the gods when it happened. "finally a voice from the community" "finally someone who knows how to balance". He's the 9/11 of Wargame. You can pinpoint its degradation in the timeline to him, the personification of the anti-christ of Wargane, getting hired.
Last edited by Nero; Mar 14, 2018 @ 12:17pm
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Date Posted: Mar 12, 2018 @ 8:48am
Posts: 17