Tank Efficiency
Moderators: The Artistocrats, Order of Battle Moderators
Tank Efficiency
Is there a discussion somewhere about how the "efficiency" mechanic works, especially for armor and artillery? Do tanks have to be stationary, out of combat, and not in contact with the enemy in order to recover, or do they have to be in a city?
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- Order of Battle Moderator
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Re: Tank Efficiency
Manual:
"Unlike strength, efficiency will automatically recover when a
unit doesn’t not move and is not involved in combat for at least
one full turn. It may take several turns for a 0 efficiency unit to
fully recover to the maximum efficiency level of 10."
For tanks, watch for the "unreliable" trait in a few of them. The efficiency feature works the same, but "unreliable" means that they lose efficiency at the drop of a hat (literally by moving, let alone combat).
"Unlike strength, efficiency will automatically recover when a
unit doesn’t not move and is not involved in combat for at least
one full turn. It may take several turns for a 0 efficiency unit to
fully recover to the maximum efficiency level of 10."
For tanks, watch for the "unreliable" trait in a few of them. The efficiency feature works the same, but "unreliable" means that they lose efficiency at the drop of a hat (literally by moving, let alone combat).
- Bru
Re: Tank Efficiency
Thanks - I get that - but there are several times when I've left tanks (and other units) stationary behind the lines and their efficiency doesn't seem to change at all. I wondered if terrain had any effect... maybe they can't recover in harsher areas?
Re: Tank Efficiency
I suspect that tanks need to stay in 'tank-friendly' terrain. i've had Panters spend several turns in difficult terrain (winter) without regaining efficiecny.
Re: Tank Efficiency
Erik, the Panthers and Sherman's in your nordwind scenario recover as expected, despite the winter.
conboy
conboy
Re: Tank Efficiency
Maybe it was a Tiger in Norwind that stayed in the red. One of the Tiger types have an unreliable trait.
Re: Tank Efficiency
With aircrafts, they just got lower than full efficiency without fully supplied or after taking off. They fully restore eff one turn after getting enough supplied, even after combat.
With ground forces, in one turn when units do nothing and nothing touches them, they restore 7 eff if fully supplied. Units reduce eff when taking serious damage, shock stats of attacker, lack of supply, landing from transport ship or moving through unsuitable terrain. All artilerry reduce 1 point eff after attacking, but if it reaches 5 eff, the next shot will drop eff to 3 (best time to rest). Some tanks have "unreliable" trait, like tiger H, panther D, KV1 m1940(?), that let them have 50% of reducing eff after moving or attacking (2 for moving, not depend on how far, and 1 for attacking ?). And tank takes slower negative effect when cutted from supply than infantry (? not so sure, but i believe that cut off a tank now is harder than about, 3 years ago ?)
With ground forces, in one turn when units do nothing and nothing touches them, they restore 7 eff if fully supplied. Units reduce eff when taking serious damage, shock stats of attacker, lack of supply, landing from transport ship or moving through unsuitable terrain. All artilerry reduce 1 point eff after attacking, but if it reaches 5 eff, the next shot will drop eff to 3 (best time to rest). Some tanks have "unreliable" trait, like tiger H, panther D, KV1 m1940(?), that let them have 50% of reducing eff after moving or attacking (2 for moving, not depend on how far, and 1 for attacking ?). And tank takes slower negative effect when cutted from supply than infantry (? not so sure, but i believe that cut off a tank now is harder than about, 3 years ago ?)
Re: Tank Efficiency
Why isn't that in the manual....???


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- Staff Sergeant - Kavallerie
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Re: Tank Efficiency
Cutydt02 mentions 5 eff and 3 eff and 3 eff being the best time to rest. Is 5 orange and 3 red?
Thanks.
Thanks.
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- Lieutenant-General - Nashorn
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Re: Tank Efficiency
Yeah, I do the same. As every turn restores 7 eff, it seems reasonable. Although the arty has higher "hitting power" when fired with higher efficiency.

(The "Unreliable" Truth)Horst wrote: ↑Mon Oct 26, 2020 7:38 pmTo summarize it:
- Unreliable units have a 50% chance to lose 2 efficiency points (20 calculated) when moving, no matter how far
- Unreliable units lose 1 additional efficiency point (10) when attacking or defending (modified by experience and combat results somehow)
Re: Tank Efficiency
Would be nice to have the overrun trait from PC2 also for OoB please !!!
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- Staff Sergeant - StuG IIIF
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Re: Tank Efficiency
Absolutely not, the PzC2 traits and heroes are terrible and completely break an otherwise interesting beer and pretzels operational wargame. I had to disable the heroes and crank up the difficulty just to get it to a reasonably playable state and even with that I was using deadly grasp and the trait that boosts surrender income to generate absurd amounts of cash. I like how carefully thought out and well balanced OOB is and I hope the devs keep it that way.
Re: Tank Efficiency
what ? you need inf have 15 strength point too ? Oh god, i never forget how i struggled to destroy a single KV1 in storm weather in PC2 (aircraft disable).
Tanks aren't strong in OoB ? Are u kidding ? In 1940 or sooner, yes, tank's power isnt shine well enough, but after that, while inf just can rank up gradually, tanks gots significant upgrade or even brand new unit
Or maybe in multiplayer but i have never played.
I like both game but i dont want too see their compelety broken fusion
Tanks aren't strong in OoB ? Are u kidding ? In 1940 or sooner, yes, tank's power isnt shine well enough, but after that, while inf just can rank up gradually, tanks gots significant upgrade or even brand new unit
Or maybe in multiplayer but i have never played.
I like both game but i dont want too see their compelety broken fusion