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Joachim

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  1. Finally run some tests myself. Had a regular, veteran and crack '41 Mot Inf Co. Each Co had a Plt Co with stealth bonus 0, 1 and 2. They had to move in a city like environment, with houses set up in two rows, then a street, another two rows and so on. Plts started from left to right, so I knew where each squad started. They had to move about 25 minutes for the of two strets and 4 houses distance. Of the 414 Men going, I had one run with 34 and one with 24 causalties. After 6 to 7 turns, the first men popped up in starting postions. This accounted for roughly 20-25 percent of the total. About 50 percent made it to their destination or a neighboring building. 20-25 percent came out to short, considering the lines where the streets where did bias the test a bit, I would suggest a uniform :cool: distribution from start to target (hey, they are soldiers, so I would have expceted that distribution anyway. Have to try with partisans). 5 percent were to wide. Those "on target" came out after 22 to 40 turns (of 40). Those that were still in sewers were counted as ok, even when I surrendered. (This is not a significant test, so I did not count exactly. Exact numbers would just be better lies.) Neither experience nor stealth bonus had a significant advantage. When I did a 3rd test with only 7 minutes (across the street) to go, I lost 50 men. Recommended only if you are desparate. Maybe less houses where they can come out does reduce those gone astray, but could increase those MIA. Thanks for the help&infos Joachim
  2. There do exist cicrumstances when the effectiveness of binoculars is null: In dense woods, from behind hills, during night combat, ... Even dusk or dawn should decrease ability of binoculars (IIRC they reduce optics abilities) So in some cases the HQ will spot the enemy earlier - this iw where your answer may be valid (I have no evidence it is not). But in other cases, the HQ will not spot earlier - as only the squad has LOS, while LOS from HQ to enemy is blocked. So the original question is still unanswered - at least for these cases. Do squads tend to fire on targets the HQ has LOS to, or do they fire entirely on their own? Is their an instant fire plan coordinated by HQ, or are the squads after TacAI took over in the action phase? Gruß Joachim
  3. The QB generator multiplies the assaulters forces with 1.72 - so if you as assaulter want to buy for 2000 points, you select 1250 (increment of 1162) and promptly are allowed to spend 2150 points (if it was not for the BCR restrictions). Played againts 2000 Partisans at night (65m viz), but had 6 tanks and a green Rifle Co as support. If the Partisans had attacked simultaneuosly, they would have entered the City and I would have had to abandon it. The Soviet have more forces, but are led by the AI. You have a brain. Gruß Joachim
  4. Nope, that only reduces the number of relevant cases. What happens when the squad has LOS, but the HQ does not? City, woods, reverse slope... Gruß Joachim
  5. Yes. No. Once I used sewer movement and several squads resurfaced ~6-7 minutes later in the exact same building they departed from. </font>
  6. Hi, seems I have to travel/escape thru the underground in my next battle. I know how it works, but I don't know the effects. When I send a plt from A to B and it says "about 5 minutes" I expect it to be from 3 to 10 minutes. Handbook (CDV) says prob for getting lost is 10%. Under stealth it says that this bonus reduces risk of getting lost. Anybody ever tested that? Any felt data about this? Does experience reduce risk of getting lost? Does getting lost mean the guys are counted as dead/wounded or just find their way out long after the battle. Do all appear in their designated target? In which shape? Gruß Joachim
  7. Thanx Scarhead - Guys - got it - just been a bit hectic here the last couple of days - should get to answering some mails/posts tonight </font>
  8. I guess there is no realisitc pricing system. But variable rarity has the advantage that you don't always buy the same stuff for a given time period. Though sometimes the cost/benefit analysis between to units is so lopsided that rarity alone can't push it towards the other side. Ever considered buying a PzIb at 60% rarity when a PzIIc actually costs less? PzIIIj or Pz38(t) in 9/41 when both cost roughly the same? OTOH I would still buy the IIIj at rarity 50% over the Pz38(t) at 0% :eek: - just to have some other examples than StuG/PzIV/Tiger Gruß Joachim
  9. Are these numbers "killed" or casualties? Casualties should be much higher. IIRC there was one SS regiment who mustered a mere platoon when asked by FM Model to hold the line for a few more days. Front line units suffered much more. What BCR lacks, however, is that most of the wounded came back to their very outift after they recovered - keeping the coherence. If there is somehting to be done, I'd advocate that 1/2 to 1/3rd of the causalties are gone forever and the rest comes back. (Usually 3 wounded per dead, plus prisoners/MIA plus some that are disabled/eternal shell shock etc. Hey, I knew a TC who was popped out of his turret when his tank got a direct hit. He broke all of his limbs, but fought again later.) Using a formula including a time lag when your guys come back would be a bit too much maths for most of the players (not me ), so I think the only way is to a) reduce causalties by half, some dice roll based on this, or c) a dice roll before normal replacement that tells you that the wounded men of the last x battles return to their units. Their experience is reduced to either as it was when they left (heavy bookkeeping!), and you calculate the new exp with that, or it is 90% of what the squad has now. Well, I found something on that in another forum :cool:
  10. I'm running a PeIV wit 1,2 GHz on Win98 and it runs fine. But I have no crap like Realplayer or MSOfficeStartup and the likes bogging my system and draining on the resources. If you have any "StartCenter" that tells you the program it was designed for would start slower and take more loading time if you disable that StartCenter - disable it immediately. Cause anything else will run slower if that program is always running in the background. If your in Win98: Check the icons in the right edge of the status bar and the taskmanager for these programs. For XP, I guess there is something similar. rgds Joachim
  11. As somebody alread said: Desert as fox. Italy as allies... but smiling albert would be nice, too. Joachim
  12. Great AAR's Acarhead Any comments on the maps - what could be changed to make them more difficult/realistic/interesting etc. But e-mail me direct so as not to spoil it for the other guys </font>
  13. 3rd Totenkopf was raised from KZ personnel and is said to have had personnel exchange with the camps. Most guards were HiWis (Hilfswillige, "those willing to help") from Eastern European countries, but I guess there were some (Waffen-) SS personnel to guard the guards. A typical rank of 2nd Lt would then just be addressed as "Untersturmführer". Most readings suggest that sometimes the name of the person was attached "Untersturmführer Meier", but IIRC (from books) SS was not addressed as "Herr U.", though this might still be the case as an act of politeness. rgds Joachim [ April 28, 2003, 11:17 AM: Message edited by: Scarhead ]
  14. a) Suppress the enemy alot - this involves superiority in numbers Attack with many (split?) squads so the enemy can't target all at the same time. Again - the more start, the more will make it. c) Use advance/assault instead of move or run - just for the morale bonus. d) Have a HQ near who will shoot cowards - err... boost morale. e) Remember that the TacAI usually selects the next target and then sticks to it, even if it runs to a nearby cover. (IE: Clearly distingusih betwwen those who draw fire early in the turn and those who shall close late in the turn. But make sure the latter have some time to throw the grenades before the turn ends. If your up against an unsuppressed MG: a) did not work so does not work c) does not work e) does not work d) will need a MG themselves Gruß Joachim
  15. Cheaper infantry squads are usually a result of buying bigger formations. Did you buy exactly the same units in the editor? The physical stats (fitness) of the units may also effect the value of squads (incl. all hand help hvy weapons). Note that guns and tanks are not object to fitness. Did you ensure you bought the same quality (exp. and fitness) troops in the same formations in both cases? IMHO rarity is always off in the editor. Balancing is done by the designer, not by the rarity system. If a scen depicts the actions of the 501. sPzAbt in 1945, rarity of PzVI is 0% Playing BCR41 with the SE, I usually multiply the point cost in the editor with 100%+rarity to derive the point cost of a given unit in the QB generator. Comparing with the list prices in the following QB generation, I never noticed a difference. rgds Joachim
  16. rexford, ... I'm not saying Voronov's instructions are valid (they're probably premature, possibly based on too much anecdotal experience or poor testing conditions), but I am asking you to be a bit more thoughtful in your use of the word propaganda. </font>
  17. Kiev outskirts Finished Kiev Outskirts yesterday - Clear, but Large town restricted Air (which I had gotten), 550 of arty vs Armor, Soviet Guards at High Quality. Read: I had two dozen crack light tanks and 2 crack T34 against me. Glad that a green sIG somehow irritated them enough to keep them around the factories while I sneaked my grunts towards the big VL, then tried to rush single tanks there, too. Those 2 PzIIIj who covered the road and a StuG were killed, My IIIg got stuck in the trees just behind those bridges, but my attached (vet) sIG got towed across the bridges and happily took down several buildings, even if the few (crack) guard squads there were no match for my assault. Soviet losses till then amounted to a reinforced crack guards plt, two bunkers and a dozen or more light tanks - plus a crack T34 who had killed a IIIj. When the AI counterattacked, I had nothing to stop that second T34 supported by several light tanks from entering the walled area, likely finishing my IIIg on the way. CO led an attack with two pioneer squads vs the tanks - just buying time - as my infantry was still busy cleaning the area and fending off an inf attack from another direction. I intended to shuttle my attached siG to guard the bridges and concentrate my tanks there. Not that hail fire vs crack T34 works, but just to keep the small tansk away and allow the grunts to close assault. Luckily time ran out... Kiev Suburbs After 21 turns into the Kiev suburbs (rain&fog, viz 200m, SO low quaility cav +50%, GE with help from mot PzGren Plt (reg), 2 Pio plt, another PzIIc and IIIG plus a plt of StuGIIIB and a single 81mm spotter) only a suicidal dash with my tanks could take the big VL. The cathedral is held by my crack plt with HMG support, the sIG and a few tanks here fixed the Soviets in the stretch of woods while a right hook and an attack along the right alley secured the right VL and allowed me to turn left to attack the center VL. Alas, the sIG itself is fixed in this role and I guess I can't move it safely before turn 26, ie I can't use it to flatten some houses in my offense before turn 31 while my plan relied on it supportig the attack on the center VL as of turn 20 or earlier. Reinforcements from the Soviet right flank have to come across the churchyard in view of the cathedral, then cross a paved area. Reserves from the Soviet rear have to cross a 40m wide alley in view of MGs and tanks. That center VL will soon fall into my hands. If I don't loose to many men, 3 guns, 3 prisoners and about 100 SO causalties plus 2 minor VLs should just about equal the minor and major VL held by the Soviets. But I don't see how I could advance further towards the huge VL - I need at last 3 plts and some tanks to hold those two VLs, and a single Company with only a few tanks attached will just vanish in an attack. From the numbers of MGs and type of guns I destroyed I guestimate Soviet strength is a Cav battalion plus reinforcements. But maybe I'm just gun shy - a draw now will stop me from getting Veteran... I tend to preserve my men and tanks too much. My tanks follow the infantry in attacks. They are a mobile reserve, and in this role excel in the defense, when I don't have to fear ATGs. They are no scouts themselves. rgds Joachim [ April 28, 2003, 07:01 AM: Message edited by: Scarhead ]
  18. Edited 'cause delete doesn't work. [ April 28, 2003, 06:53 AM: Message edited by: Scarhead ]
  19. Thought of the same thing, but I want to hold on a bit longer. You might just be an exception or very good/carefull with your armor... Once I hear the same thing from a number of guys with 20+ battles behind them, I'll change the rules. More than likely just up the minimum kills needed to earn points. </font>
  20. Had the next battle without it - somehow caught the Soviets from the rear, and when they reacted to my two plts inside the town, the MGs had perfect fire lanes. Having some tanks helped Regular now.... "GREEN - You have played CMBO/CMBB for 2 years and have some other war-game experience as well." Yes, that's me. CMBO from the start, but CM lay idle quite some time till CMBB came. "REGULAR - I class myself in this category: 30 years war-gaming on and off with 5 years intensive war-gaming. CMBO/CMBB from the 1st CMBO demo 5+ PBEM's per night." Nope, never ever a CM PBEM, can't match those 30 years, :cool: I find it harder to win big in attacks. I always tried to preserve my men. So a few attacks mean an occasional draw. Definitely. The heavies are both just above 100 now. With some caution (or aux in front) they seldom die. IIc is at 76. Even my attached 231/8 is crack now... But CO did it, too - 61 points now, a squad has 65. Others are less lucky. Maybe award only 1/2 point for each tank, give another 1/2 point for guns, halve the points for inf. Rgds Joachim
  21. Well, I once said my nick was due to me banging my head on the desk when taking losses to my beloved core (in SP (1/2/3/WaW/WW2) campaings) . Seems BCR is bringing that back. Banging the head on the desk had another effect: Not only did I get the idea to try my nick after several unsuccessfil attempts to register, I even remembered my pwd Am now playing my 30th battle with the tanks all crack- the IIIg even has 100 points, mostly from two AI armored attack scenarios - 40 tanks littering the area after the last of those. First some AARs to honor the crew, question comes afterwards: The last three battles where Large town - a meeting on the Kiev_ME map saw me supported by 2 Inf Co's, a plt of 222, IIc and IVf each plus 6 251, several mortar spotters and a 105 spotter vs about 3000 Soviet grunts. They all went for the rightmost bridge, and I used the alley to fire long distance with my attached sIG. In turn 30 I concentrated most of my forces - 2 plts and my core armor on my side of the river, 5 plts of Inf and the rest of the armor crossed to exercise a flanking attack. Aftermath: 1500 casualties in the area between the Theater square and the double bridge. Own losses: 10. sIG performance: great! Next battle was a rainy night on a self-made city map. Pitch balck with LOS to 65 m. Partisan Inf to attack me. Got a green Inf coy and 3 tanks as support - plus several spotters and 200 points for fortifications spent on TRPs, wire and mines. Setup a perimeter without reserves to cover the stretched front, I did not want the partisans in town. Reserves would have to be drawn out of the line in less endangered areas. 3 251 to shuttle a plt from one end to the other. TRPs were on my forward positions to cover a retreat - I expected I would have to fall back after initial contact and had wire and AP mine behind my forward line. When my scouts had just reached their positions, one halfsquad on the right flank immediately got contact. I had ordered them to withdraw, and so they did. I moved my left flank to support the right flank, when scouts reported contact on the left. The 3rd plt went back to its positions, I shifted 2nd plt from the middle and concentrated most of my tanks on the right, with only a few buildings there. The partisans came, were stopped by infantry (1st plt scored almost 200 casualties, with the HQ racking up some 50) and unaimed mortar fire. The the tanks rolled over them and blasted the houses. Then an attack struck my neglected center. Luckily it was weak at first and run into the wire and mines I had placed to cover some outlying 2story stone houses. A TRP proved invaluable, CO hurried to stabilize the front and encourage the green plt over there. Shifted most of my tanks and 1st plt, 3plt came from the left flank, 2nd plt run back to its old positions. The sIG was towed to a position behind a house. Then I opened up - on 65 m range. Shooting on the edge of a nearby house produced some misses. This way I could shoot up to 200 m from the gun, where I expceted the enemy. Alas, the house came down to soon. During the 2nd attack, I had offered a cease fire as an end to the slaughter, but the partisans ignored that. When it was over, 1500 of just over 2000 partisans stayed on the battlefield. My CO scored 79 caualties. Losses: One wounded in the 2nd plt HQ team, several other wounded among the green troops, one of them killed. Next battle was a small City ME. I had no arty, no inf and only a 221 and a 38(t)E as support - but my sIG was on a churchyard behind a ridge overlooking the whole town. AI was less lucky, had to cross open ground to reach the town. My MGs and the sIG stopped them, my armor raced forward and caught most of Ivan outside the town on open ground. What entered the town, was disorganized and easily dealt with. An arty barrage struck my sIG (sniff) and disabled it, leaving the whole crew intact. Overall losses: 0 vs a total surrender (not that there was much left to surrender). Now there is one question : Am I allowed to repair my sIG for the next battle (immediate assault vs a town, I selected the one from "White Wave scen" - and I got only 50 in arty) or do I have to make do without it? rgds Joachim
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