Yakhont wrote:Not only urban but other weapons fired from elevated settings e.g. clusters and top attack munitions
Everything after Merkava 2C has roof armor. It won't stop an RPG-7V2 but it will handle clusters to some extent.
Yakhont wrote:Im still undecided if Wargame should model engine as protection. For me an engine kill is basically the same as a total kill. Wargame was not build to simulate these things.
It could go for a more realistic approach and give it similar stats as the Abrams line, going with Merkava 1 as equivalent to M1, Merkava 2 as equivalent to M1IP, and so forth. But it would also include an AP buff for some, which would balance it back anyway.
Yakhont wrote:In other tanks it assumes the crew or ammunition would be exposed before the engine so Im not sure it its fair that the Merkeva gets a pass before everyone's engine placement gets modelled.Hence the crew and ammo do not need to be hit make the unit "out of game" so to speak.
Didn't quite understand what you're saying here.
Yakhont wrote:Your mentality is clearly that the dug in bunker position is where the Merkeva is safest or most at home? I dont really see the ramp as a benefit when because it assumes a tank would expend dozens of rounds and then some more and then keep firing in a static position when what i think should happen is the tank is relieved and does to a safe supply point to be replenished.
Replace the word "Merkava" with "tank" and you got that right.
Unless the tanks are maneuvering in an offensive operation, they will be in a prepared position (that's what combat engineers are for).
Going hull down is the basics for stopping an armored assault.
Here's a dug-in position for single tank:
Earth wall with a long firing line:
http://1.bp.blogspot.com/-FbQaiYlKiN0/U ... pondin.jpg
None expects a tank to expend all its shells. But you should also remember that tanks never carry a full load of a certain shell.
Out of a loadout of, say 40 shells, a tank may have 10 APFSDS (tanks and LAV), 10 HEAT (LAV), 14 HE-MP (heli, infantry, LAV), 4 smoke/illumination, 2 stun. Just an example.
So against an equal enemy, you have 10 shells in total to expend on tanks.
That's not much considering some will miss, some will fail to penetrate, and in many cases you'll need multiple penetrations to destroy the tank.
Not to mention that any normal country's doctrine dictates retreating to another line to exit an enemy's effective range (turret is always more protected, save for a few cases).
So the ability to load under fire and very quickly is a very important feature, and allows a more free expediture of ammunition.