It is Oleksandr from Starni Games with the new Dev log entry. Last time we discussed tanks, so now I want to tell about things that are capable of stopping the enemy tanks in Headquarters: World War II. Today we will be having an in-depth look at such units as the Anti-tank guns, Anti-Aircraft guns, and Recon vehicles.
What anti-tank weapons are available?
Headquarters: World War II will be focusing on the Normandy landings, so the list of available units is limited to what was operated during that time. The key tank killers in the game (apart from other tanks) are AT guns and AA guns, while Recon cars could be useful to scout the enemy armor in advance.
It is worth noting that Infantry could also be very deadly against tanks, especially in difficult terrain, but we would discuss that in the next Dev log, where we will have an in-depth look at all Infantry units.
So, here is the list of available anti-tank units and their preview:
Towed Anti-tank guns:
50 mm Pak. 38 (GER)
75 mm Pak. 40 (GER)
88 mm Pak. 43 (GER)
57 mm Ordnance QF 6-pounder (UK)
57 mm Gun M1 (US)
76 mm Ordnance QF 17-pounder (UK)
Self-propelled Anti-tank guns:
Jagdpanzer 38 - Hetzer (GER)
Jagdpanther (GER)
17pdr SP M10 "Achilles" (UK)
M10 tank destroyer (US)
M18 Hellcat (US)
Towed Anti-aircraft guns:
88 mm Flak (GER)
QF 3.7-inch AA gun (UK)
90 mm gun M2
Self-propelled Anti-aircraft guns:
Sd.Kfz. 7/1 (GER)
Crusader III AA Mk.I (UK)
M16 MGMC
Recon vechicles:
Type 82 Kübelwagen (GER)
Sd.Kfz. 234 2 - Puma (GER)
Willys MB (US, UK)
Daimler Armoured Car Mk II (UK)
M8 Greyhound (US)
How are the anti-tank guns implemented in the game?
The smaller caliber towed guns can move a small distance without a truck, while bigger guns have to be moved via transport vehicles. This makes Self-propelled guns much more mobile and versatile tools, able to move fast and maneuver to the best firing position and destroy enemy tanks. While towed guns are good for stationary positions and ambushes, they are quite very vulnerable but pack a solid punch.
How effective are the AA guns versus tanks?
While self-propelled AA units listed above are not very effective and can penetrate only lightly armored targets, the towed large caliber AA guns can be very effective against enemy armor, same as large caliber AT guns. They can be used for setting up ambushes and dealing with the heavily armored units of the enemy.
What do recon cars have to do with anti-tank warfare?
While not technically anti-tank weapons, light cars, such as Type 82 Kübelwagen or Willys MB are good means to spot the enemy armored units before they locate your troops and prepare an ambush. You can also quickly retreat, covering yourself with smoke grenades, if spotted by the enemy armor, cutting the enemy’s line of fire. At the same time, more advanced recon vehicles, such as Sd.Kfz. 234 2 - Puma, Daimler Armoured Car Mk II, or M8 Greyhound could be used to outflank and destroy enemy armor, attacking them from the rear, as they have pretty decent AT guns, that can be quite effective if you manage to sneak up on the enemy armor from the rear.
I know you would probably want to know much more about the game - so ask me any questions you have and I will do my best to answer these questions on forums, or in the next Dev logs.
Next time I will tell you more about numerous types of Infantry units in Headquarters: World War II, including the anti-tank squads, so please, stay tuned.
See you next time!
Headquarters: World War II - Dev log #7 - Tank killers
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- Staff Sergeant - Kavallerie
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- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: Headquarters: World War II - Dev log #7 - Tank killers
Hello HQS WW@ devs
I have sadly learned that all-too-often visual magic seeks to hide a defective game design--and there is a lot of visual magic in HQS WW2. And so it is with much satisfaction that I read your approach to AT guns which rings true to a gamer who was understanding of tactical WW2 combat was shaped by Advanced Squad Leader (ASL). Am curious to know if AT fire will potentially allow for the selection of ammunition type when that is historically possible (ex: High Explosive Anti Tank "HEAT" rounds). Also curious as to the range of outcomes that can come from AT fire. My education at ASL University taught me that there were six possible outcomes:
Miss
Round deflected by armor
Immobilized
Shock - vehicle stops moving/firing but no noticeable indication of kill; crew may be simply momentarily stunned or may actually be killed (firing units often fired extra rounds just to be sure it was not the first...)
Wreck/KIA; crew might survive (which only matters if game will allow crews as separate infantry-type units). Might create cover for infantry units.
Burning Wreck - crew does not survive. Cannot be used as cover. May create smoke hindrance.
Also curious to see how infantry conduct AT attacks and whether there will be infantry-operated AT weapons such as anti-tank rifles, panzerfaust/panzershreck, molotovs, anti-tank magnetic mines, etc., not to mention repurposing anti-infantry weapons such as flamethrowers, demolition charges etc.
I imagine it will be in the treatment of terrain that various obstacles that can impede--but not necessarily destroy--vehicles will be addressed such as barbed wire, AT mines, AT ditches etc. And then there is the possible use of indirect fire weapons such as mortars or artillery (which may be where air attack is included)
Shutting up now
Steve
I have sadly learned that all-too-often visual magic seeks to hide a defective game design--and there is a lot of visual magic in HQS WW2. And so it is with much satisfaction that I read your approach to AT guns which rings true to a gamer who was understanding of tactical WW2 combat was shaped by Advanced Squad Leader (ASL). Am curious to know if AT fire will potentially allow for the selection of ammunition type when that is historically possible (ex: High Explosive Anti Tank "HEAT" rounds). Also curious as to the range of outcomes that can come from AT fire. My education at ASL University taught me that there were six possible outcomes:
Miss
Round deflected by armor
Immobilized
Shock - vehicle stops moving/firing but no noticeable indication of kill; crew may be simply momentarily stunned or may actually be killed (firing units often fired extra rounds just to be sure it was not the first...)
Wreck/KIA; crew might survive (which only matters if game will allow crews as separate infantry-type units). Might create cover for infantry units.
Burning Wreck - crew does not survive. Cannot be used as cover. May create smoke hindrance.
Also curious to see how infantry conduct AT attacks and whether there will be infantry-operated AT weapons such as anti-tank rifles, panzerfaust/panzershreck, molotovs, anti-tank magnetic mines, etc., not to mention repurposing anti-infantry weapons such as flamethrowers, demolition charges etc.
I imagine it will be in the treatment of terrain that various obstacles that can impede--but not necessarily destroy--vehicles will be addressed such as barbed wire, AT mines, AT ditches etc. And then there is the possible use of indirect fire weapons such as mortars or artillery (which may be where air attack is included)
Shutting up now
Steve
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- Lance Corporal - SdKfz 222
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Re: Headquarters: World War II - Dev log #7 - Tank killers
Hello SteveCeleborn wrote: ↑Wed Aug 02, 2023 2:49 am Hello HQS WW@ devs
I have sadly learned that all-too-often visual magic seeks to hide a defective game design--and there is a lot of visual magic in HQS WW2. And so it is with much satisfaction that I read your approach to AT guns which rings true to a gamer who was understanding of tactical WW2 combat was shaped by Advanced Squad Leader (ASL). Am curious to know if AT fire will potentially allow for the selection of ammunition type when that is historically possible (ex: High Explosive Anti Tank "HEAT" rounds). Also curious as to the range of outcomes that can come from AT fire. My education at ASL University taught me that there were six possible outcomes:
Miss
Round deflected by armor
Immobilized
Shock - vehicle stops moving/firing but no noticeable indication of kill; crew may be simply momentarily stunned or may actually be killed (firing units often fired extra rounds just to be sure it was not the first...)
Wreck/KIA; crew might survive (which only matters if game will allow crews as separate infantry-type units). Might create cover for infantry units.
Burning Wreck - crew does not survive. Cannot be used as cover. May create smoke hindrance.
Also curious to see how infantry conduct AT attacks and whether there will be infantry-operated AT weapons such as anti-tank rifles, panzerfaust/panzershreck, molotovs, anti-tank magnetic mines, etc., not to mention repurposing anti-infantry weapons such as flamethrowers, demolition charges etc.
I imagine it will be in the treatment of terrain that various obstacles that can impede--but not necessarily destroy--vehicles will be addressed such as barbed wire, AT mines, AT ditches etc. And then there is the possible use of indirect fire weapons such as mortars or artillery (which may be where air attack is included)
Shutting up now
Steve
Sorry for late reply.
We have
Miss - yes
Deflect - yes
Immobilized - not exactly, but if both driver and driver assistant are out of combat, the vehicle has almost no Move points, so it is close.
Wreck - yes, but we do not differentiate between burning/non-burning - it burns for some time and then is extinguished. So, the burn is a visual effect.
Also, yes - we will have hand-held anti-tank weapons for infantry, such as rocket launchers. these are deadly but close range - so work best in ambushes. Also, Most Infantry units can use AT grenades, but these are 1 tile range so you must be extremely close to the tank to use them, and their effectiveness depends on cover you have (for example attacking from Forest or Building is more effective than just running straight to a tank across open terrain (which in reality would have been a suicide attack).
We do not have mines in the game. Barbed wire is mostly against Infantry, but anti-tank obstacles (hedgehogs) and trenches do stop tanks.
Hope it answers your questions.
Have a good day!
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- Staff Sergeant - Kavallerie
- Posts: 343
- Joined: Fri May 01, 2009 3:22 pm
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Re: Headquarters: World War II - Dev log #7 - Tank killers
Thanks Oleksandr! Can't wait to play!
Steve
Steve