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Vanir Ausf B

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  1. Upvote
    Vanir Ausf B got a reaction from IanL in Detection/Magic = Experiment   
    In order for the test to say anything useful about spotting time the time to spot for each individual tank would need to be recorded rather than just recording the fastest time out of several dozen tanks. More generally, Combat Mission systemically undervalues cover and concealment for infantry. This has been known for more than a decade. Things have been tweaked a bit more towards reality here and there over the years but it's never going to be exactly realistic since to some degree it is a deliberate design choice (from comments made by BFC) in order to keep the length of CM battles from approaching that of real battles and because strictly realistic spotting would cripple the AI since it does not know how to identify and area fire at suspected enemy positions (which is what constitutes the majority of real world shooting).
  2. Upvote
    Vanir Ausf B reacted to DerKommissar in AFV Show & Tell   
    A baby Abrams.
  3. Upvote
    Vanir Ausf B reacted to MOS:96B2P in Unit Spot Objectives.   
    Below are the results of some experimenting with Unit Spot Objectives.  The experimenting was done in CMBS v2.1 Engine 4. Hot seat.  CM Engine Manual v4.0 page 88. 
    Observations: 
    Individual troops within a team are counted for spot VPs.
    When dismounted a driver is counted separately from a vehicle for spot VPs.  
    The editor will allow you to assign fortifications as unit objectives however fortifications will not be counted as unit spot objectives in the game. 
    Units that are spot objectives are not required to use exit zones but they may. 
    A unit cannot be both a spot objective and a destroy objective however you can have a mix of spot and destroy unit objectives in the same scenario.
    When a side (RedFor or BluFor) has an exit zone all units that are destroy/destroy all objectives, that belong to that side, must exit or they earn points for the OpFor. 
    Tentative contacts do not count as "spotted" for a spot unit objective.  Only confirmed contacts count.  
    EDIT TO ADD:  The player will not be notified in game that he spotted a spot unit objective.  The AAR screen is the only place where the results of a spot unit objective will be found.  
    EDIT TO ADD: Another useful link. 
    http://community.battlefront.com/topic/121775-cmrt-campaign-kampfgruppe-von-schroif/?do=findComment&comment=1727393
     
    1st Test Description: Ten Igla S teams (one troop each) were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  None of the RedFor Igla teams exited.  Four of the teams were spotted by a BluFor scout team.  Cease fire was hit.
     
    Results: BluFor earned 40 points.
    2nd Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  Four of the RedFor Igla teams exited.  Six of the teams were spotted by a BluFor scout team.  Cease fire was hit.
    Results: BluFor earned 60 points.
    3rd Test Description:  Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total.  A RedFor exit was available.  None of the RedFor Igla teams or trucks exited.  The three trucks and two of the Igla teams were spotted by a BluFor scout team.  Cease fire was hit.
    Result:  BluFor earned 20 points for the Igla teams and 20 points for the trucks.   
    4th Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total.  A RedFor exit was available.  None of the RedFor Igla teams or trucks exited.  Two trucks and five Igla teams were spotted by a BluFor scout team.  Cease fire was hit.
    Result: BluFor earned 50 points for the Igla teams and 13 points for the trucks.
    5th Test Description: Seven Igla S teams and one 3 man scout team were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available.  None of the RedFor teams exited.  One Igla team and all three troops of the scout team were spotted by a BluFor scout team.  Cease fire was hit.
    Result: BluFor earned 40 points for the Igla / scout team.
    6th Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. After driving the truck into view of BluFor the truck driver dismounted. None of the RedFor teams exited.  The truck and truck driver were spotted by a BluFor scout team.  Cease fire was hit.
    Result: BluFor earned 6 points for the truck.
    7th  Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. A dismounted truck driver walked into view of BluFor.  None of the RedFor trucks/teams exited.  The truck driver was spotted by a BluFor scout team.  Cease fire was hit.
    Result: BluFor earned 3 points.
    8th Test Description: RedFor foxholes were made spot objectives [U3] worth 20 points total. The foxholes were spotted & physically occupied by a BluFor scout team.  Cease fire was hit.
    Results: BluFor earned 0 points.  Unit Objective “Foxholes” [U3] was not displayed on the AAR screen.
    EDIT to add another test.
    9th Test Description: One Igla-S team was made a spot objective [U7] worth 100 points total. A RedFor exit was available. The RedFor Igla team did not exit.  A BluFor scout team received a tentative contact for the Igla team.  Cease fire was hit.
    Result: BluFor earned 0 points.
     
  4. Upvote
    Vanir Ausf B reacted to BletchleyGeek in CM:FI AAR SLIM versus Bletchley_Geek   
    Another terribly busy week... just barely managed to watch @General Jack Ripper excellent video. It's a shame we can't work out the name of single privates. When I saw him being mowed down I remember jumping on my chair.
     
    Thanks for that @Bil Hardenberger! Tthat's perhaps the highest praise I could expect. All those battle drills that you painstakingly curated in your Battle Drill blog are being put into (good) use
     
    Over the weekend I will come along and post some pictures and video capsules to illustrate the overall (both at the macro and micro level) attack plan. Which was inspired by the following passages of a famous book:
    The advice one finds on books (or booklets, or other doctrinal pamphlets) rarely can be applied verbatim. Rather than a method to do something, like drills are, they  actually are heuristics. That is advice compiled by trial and error by those who came before, which is expected to facilitate the work of others. They're the basic ingredients to guide the formulation of a plan, but not a template (necessarily). Figuring out when they are applicable, and how to get a handle on how their advice can be used with the resources at hand and negotiating the constraints the environment imposes is a hard problem. That is, you will rarely solve it entirely to your satisfaction, and very often, things will go very wrong because you drew the wrong conclusions, formulated the wrong plan and implemented it wrong. Wrong, wrong, wrong, wrong.
     
    I have almost always learnt something from the games I have played... and this one was no difference. If I manage to get 50% not wrong, I consider myself a happy man 
  5. Like
    Vanir Ausf B reacted to Amizaur in Detection... magic?   
    I would like to point that:
    1). the tank was unaware about that sniper before the sniper opened fire, so the sniper was not spotted
    2). when the sniper opened fire (one shot) the tank IMMEDIATELY knew the position of the sniper and returned fire.
    This is unrealistic IMO.  Even if the sniper was not hidden well enough, finding the direction of enemy fire (a SINGLE rifle shot), scanning that area, finding the sniper (which under various conditions and backgrounds possible could be not trivial even using thermals) should take some time. Especially immediately knowing the direction of the single rifle shot is totaly unrealistic for me - in the other case, specialised "sniper detection" acoustic systems would be not needed !!! 
    I believe that in some conditions (clear LOS is one I guess, range less than xxx is the second) the game engine automaticly  reveals position of the shooter to the victim. I've seen this many times. An enemy tank is taken by surprise by a side shot from 500m and if not killed outright, it immediately starts to rotate turret and return fire. Not a second of hesitation, thinking, frantically scanning trough vision slots. It always know position of the shooter and knows it the very second it shot.  Even if this mechanism is needed (as removing it would broke the game somehow) it should be modified to include a random 2-10s delay between taking fire and "detecting" the enemy and some (like 20%) chance to completly fail to detect the shooter. I tlk about detecting gunfire and automatic weapons sources now.
    Detecting single small calibre shots is yet another matter. There should be very small chance they would be detected at all, and even then it should take some time (for troughly scanning the surroundings at _suspected_and_approximate_ direction of fire) and not 0.01s. 
     
  6. Like
    Vanir Ausf B reacted to kinophile in Future Gazing   
    https://warontherocks.com/2018/04/forecasting-the-future-of-warfare/
    Interesting from the perspective of CMBS as a, tester of future tactical combat effects. 
    I often find CMBS scenarios are very tight and claustrophobic. It's why I'm building a set of larger (min 3km, battalion(-) scale scenarios. 
  7. Upvote
    Vanir Ausf B reacted to IanL in Pak 40 gun glitch - mysterious crew casualties and subsequent abandoning of guns   
    OK I finally loaded this up and figured out what is happening.
    TLDR: The gun teams are *not* suffering any casualties. Therefore nothing wrong here regarding HE or ricochet effects. They are abandoning their guns due to the game feature /  limitation of casualties suffered in one team of a platoon effecting the morale state of the entire platoon. Even though the effect on other team is not large when you have teams in a very bad morale state, like these guns were, it can be enough to push them over the edge.
    The full analysis:
    First things first the guns do not suffer any casualties - they abandon their guns and the gun get a red base when that happens. So if you just quickly look you can mistake that for a casualty for sure. See images 5 and 6: notice the red base on the gun in the game screen but also notice all the members of the team are fine.
     
    The ammo bearers reacted the same due to poor morale just like the gun crews. Also there is a 5s time span for the events in question.
    There is a game feature / limitation whereby the combat stress, especially casualties, that happen to one team have morale effects on all other teams in the platoon. Someone did a nice post that showed this effect but I cold not find the post - I thought it was @MOS:96B2P, or @Bulletpoint or @Josey Wales - if anyone can find it please post the link. Basically casualties effect the morale of a squad but it turns out it also effects the morale of the rest of the platoon too. This happens regardless of if other teams can see the casualties happen of if C2 is maintained. Frequently we do not notice this for two reasons: 1) platoons are often located near each other so if a squad is taking casulties the sister squads can see those casualties too, so we don't really find it surprising that the suffer too. 2) frequently morale effects are not as drastic or cut and dry as abandoning a gun, so we are not surprised if squads in a bad way become shaken. In this case we have teams that are separated by a significant distance and we have a noticeable event, the abandoning of the guns, that is an important and significant change.
    Here is the condition of the teams and sequence of events:
    First we have the team that will take the casualties 4 Squad / Team B. They are shaken and will be under fire from a several enemy units during the turn.
    01 Team that gets hit:

    The two guns are in the same platoon as the above team (1 Battery). Both gun crews are broken.
    02 One gun:

    03 Second gun:

    At 31:34 the Sherman shell explodes near 4 Squad / Team B and three men become casualties.
    04 Team take the hit and three casualties:

    At 31:31 the gun Squad / A Team are shaken and have had enough. They abandon their gun.
    05 One gun abandoned:

    At 31:29 the other gun (also called Squad / A Team) become shaken and abandon their gun.
    06 Second gun abandoned:

    So, the bottom line is this even is due to the way the game works and is not a problem that needs to be fixed. Although I suppose we could debate if the game should work that we or not. Frankly I am not sure that would be a worth while use of our time though
  8. Upvote
    Vanir Ausf B got a reaction from MOS:96B2P in German mortar team has only "Target Too Close" and "Out of Range"   
    Ignore the out of range text. All on-map mortars show that for smoke missions when they are out of HE rounds. Plot the smoke mission and it should fire.
  9. Like
    Vanir Ausf B got a reaction from axxe in German mortar team has only "Target Too Close" and "Out of Range"   
    Ignore the out of range text. All on-map mortars show that for smoke missions when they are out of HE rounds. Plot the smoke mission and it should fire.
  10. Upvote
    Vanir Ausf B got a reaction from Warts 'n' all in German mortar team has only "Target Too Close" and "Out of Range"   
    Ignore the out of range text. All on-map mortars show that for smoke missions when they are out of HE rounds. Plot the smoke mission and it should fire.
  11. Upvote
    Vanir Ausf B reacted to Combatintman in A plea for a French Army DLC   
    Chapter VI, Chapter VII or Chapter 6.5 operation? What is the mandate for UNFUK (United Nations Force in the Ukraine). Would a pre-emptive UN deployment to head off a Russian invasion be achievable? It is certainly doable under Article 42 but Russia is a member of UNSC so it is unlikely that it will sign up to it.
  12. Upvote
    Vanir Ausf B reacted to domfluff in Pak 40 gun glitch - mysterious crew casualties and subsequent abandoning of guns   
    Yeah, that's lethal range - that's the range you expect people to die, rather than the range that they could get hit. An important distinction if they're your own guys 

    From the current US Infantry Manual (there's little difference in basic HE mortar effects from WW2 to now, so the values are still valid)

    MSD = Minimum safe distance

    PI = Percentage of incapacitation. 0.1 is one in a thousand soldiers will be incapacitated at this range, in expectation. 10 PI is one in ten (i.e., you expect to cause casualties with a mortar round at this distance).




    Below the above table there's: "WARNING REDs are for combat use and do not represent the maximum fragmentation envelopes of the weapons listed. REDs are not minimum safe distances for peacetime training use."
  13. Upvote
    Vanir Ausf B reacted to Bud Backer in How accurate *is* CMBS?   
    Der Spiegel has an interesting article on this:
     
    http://www.spiegel.de/international/world/american-fury-the-truth-about-the-russian-deaths-in-syria-a-1196074.html
  14. Upvote
    Vanir Ausf B reacted to Artkin in Who's winning the tank war?   
    I found this link today: 
    https://www.reddit.com/r/Warthunder/comments/830d70/the_source_bomb_on_modern_tanks_just_dropped/
     
    Which referred me to these two:
    https://cloud.mail.ru/public/FVLe/iUZw87trH
    http://sturgeonshouse.ipbhost.com/topic/1395-contemporary-western-tank-rumble/?page=5&tab=comments#comment-124945
     
    Both of these have a ton of information on modern MBT armor, the latter especially. 
  15. Upvote
    Vanir Ausf B got a reaction from Rinaldi in How accurate *is* CMBS?   
    In other words, they were not using Russian doctrine 
  16. Upvote
    Vanir Ausf B got a reaction from Aragorn2002 in Panther gun damage   
    I have noticed it for tanks in general, not just the Panther. I don't feel it is particularly unrealistic. Any penetration of the gun mantlet is likely to damage something important.
     

  17. Like
    Vanir Ausf B reacted to Falaise in Then and now... Where is the reality ?   
    You are heartless
    recalled Waterloo in a topic opened by a french !!!                
    More seriously, I live on the ground where the  kampfgruppe Engel campaign is happening
    I can not help thinking  about the game  when i move on the ground !
    Of it there is in particular a hedge where I lost my jagpanther or I sigh as soon as I pass there
    it's there....


  18. Upvote
    Vanir Ausf B got a reaction from BletchleyGeek in Panther optics inferior to those of the Sherman?   
    You must lead with strength. At least two tanks must be forward, and the trail platoons must be held far enough forward to support the lead platoon. The more guns that fire in the first minute, the quicker the enemy will be defeated and the fewer losses you will suffer. When breaking cover, do it quickly and together. The more targets the enemy is shown simultaneously, the harder his fire control and distribution will be, and the more guns you will have in effect on the enemy. You must continually keep a broad interval between vehicles. This splits the enemy's defensive fire and complicates his fire control. Narrow intervals must be avoided at all costs, especially in critical situations, or it will cost you losses. Never split your combat power; that is to say, do not employ parts of the company in such a manner that they cannot support each other. When your attack has two objectives you should attack first one and then the other with all weapons. https://www.feldgrau.com/WW2-German-Panzer-Tank-Tactics-Training-Guide
     
  19. Like
    Vanir Ausf B reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”.  It is in Beta testing now and is intended as player vs AI.  Below is part of the Designer Notes that gives an overview.  Followed by a few screen shots.
    This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment.  It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements.
     
    A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol.
     
    Separatists scouting for vulnerable infrastructure to attack.  Separatist mod created by @pquumm.

    Street fight in the town of Belz.   
      
  20. Like
    Vanir Ausf B got a reaction from Badger73 in Panther optics inferior to those of the Sherman?   
    You must lead with strength. At least two tanks must be forward, and the trail platoons must be held far enough forward to support the lead platoon. The more guns that fire in the first minute, the quicker the enemy will be defeated and the fewer losses you will suffer. When breaking cover, do it quickly and together. The more targets the enemy is shown simultaneously, the harder his fire control and distribution will be, and the more guns you will have in effect on the enemy. You must continually keep a broad interval between vehicles. This splits the enemy's defensive fire and complicates his fire control. Narrow intervals must be avoided at all costs, especially in critical situations, or it will cost you losses. Never split your combat power; that is to say, do not employ parts of the company in such a manner that they cannot support each other. When your attack has two objectives you should attack first one and then the other with all weapons. https://www.feldgrau.com/WW2-German-Panzer-Tank-Tactics-Training-Guide
     
  21. Upvote
    Vanir Ausf B got a reaction from MOS:96B2P in Panther optics inferior to those of the Sherman?   
    "no line of sight". Note that if the hull machine gunner has LOS he may fire on his own even if the target tool says "no line of sight" (very rare, but can happen through trees with low canopies).
  22. Upvote
    Vanir Ausf B got a reaction from MOS:96B2P in Panther optics inferior to those of the Sherman?   
    You must lead with strength. At least two tanks must be forward, and the trail platoons must be held far enough forward to support the lead platoon. The more guns that fire in the first minute, the quicker the enemy will be defeated and the fewer losses you will suffer. When breaking cover, do it quickly and together. The more targets the enemy is shown simultaneously, the harder his fire control and distribution will be, and the more guns you will have in effect on the enemy. You must continually keep a broad interval between vehicles. This splits the enemy's defensive fire and complicates his fire control. Narrow intervals must be avoided at all costs, especially in critical situations, or it will cost you losses. Never split your combat power; that is to say, do not employ parts of the company in such a manner that they cannot support each other. When your attack has two objectives you should attack first one and then the other with all weapons. https://www.feldgrau.com/WW2-German-Panzer-Tank-Tactics-Training-Guide
     
  23. Upvote
    Vanir Ausf B got a reaction from Rinaldi in Panther optics inferior to those of the Sherman?   
    LOS is drawn from the height of the spotter.
  24. Upvote
    Vanir Ausf B got a reaction from BletchleyGeek in Tank riders and pause commands   
    General Liederkranz is correct. You  have to cancel the vehicle's movement orders first. Otherwise the Dismount button is greyed-out.
  25. Upvote
    Vanir Ausf B got a reaction from IanL in Tank riders and pause commands   
    General Liederkranz is correct. You  have to cancel the vehicle's movement orders first. Otherwise the Dismount button is greyed-out.
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