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General Liederkranz

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General Liederkranz last won the day on September 11

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  1. General Liederkranz

    Mortars with squad or not

    Yes, I find this is really important--and also, the Stuart has a radio and two of those crewmen are in the turret. The T-70 packs a punch against infantry or light armor but it's short on MG ammo, has a low ROF for the main gun, is slow to share info, it's hard to maintain C2 with, it's not great at spotting, and it's generally inefficient in "soft" terms despite its reasonable "hard" factors. A lot like the early T-34s.
  2. General Liederkranz

    Missing weapon slot for the Russian DT?

    I’ve noticed that too, and I think it afflicts all Soviet vehicles, not just the T-34/85. At least I think I’ve seen it on 76mm T-34s too.
  3. General Liederkranz

    8.8 cm Raketenwerfer 43?

    Were many used in Army Group Center in the summer of '44? I thought that they were mostly phased out in in '43-'44 in favor of Panzerschrecks. It seems like they'd be analogous to PaK 36s, Pz IIIs, or KVs--surely some were scattered around during Bagration, but not in large concentrations so not covered by the game.
  4. General Liederkranz

    German halftrack MG carrier?

    Thanks! This is helpful. Perhaps the ASL and CM designers simply interpreted this info, or info like it, in different ways.
  5. General Liederkranz

    US "Cannon Company" placed in wrong tab

    Thanks for the details on this, it's interesting. From a realism perspective, this seems odd, because I know I've read the infantry regiments normally found Cannon Companies useful only when they could be tied into the divisional artillery's fire control net. So it's odd that the Cannon Coy howitzers are more flexible and quicker than the divisional artillery, especially when they're on their own.
  6. General Liederkranz

    German halftrack MG carrier?

    That’s all I’ve been able to find online too. I don’t have any books on halftracks, but I’ve learned a lot about SPWs reading this forum!
  7. General Liederkranz

    German halftrack MG carrier?

    I'm curious about something I hope better-informed grogs can help with . . in the board game Advanced Squad Leader, there's a halftrack variant called the SPW 251 sMG, which unlike the ordinary 251/1s carries two MG42s--there's the normal pintle mounted MG, and another, hull-mounted, MG-42 that the game gives extra firepower as an HMG. You can also dismount the pintle MG as a tripod-mounted MG-42. According to the ASL designers' notes, each PzGd company (gepanzert) had two in the HW platoon. As far as I can tell CM doesn't have this vehicle; instead you just get ordinary SPW 251/1s carrying infantry heavy MG teams. Accounting for different game mechanisms, the big remaining difference is there's no halftrack in CM with a hull-mounted MG42, which would be something useful to have if it existed. Does anyone know if this is an accidental or deliberate omission in CM, or a mistake by ASL (which is after all based on 30-year-old research)?
  8. General Liederkranz

    BMP 1p (4c) Main Gun

    Apparently it's Soviet/Russian doctrine that the squad leader is an integral part of the BMP crew (or at least, that the platoon XO stays in the commander's seat in one BMP and directs the other vehicles after the platoon dismounts). I learned a lot about BMP spotting and extra crew members from this post and those following (including a helpful test): Also useful information:
  9. I also rarely split Soviet squads. I think I notice reduced morale when split, but it's not terrible. When I do split, I try to keep the teams close together, and as I recall the penalty is for being split AND unable to see the squad leader. Their lack of an Assistant leader is a definite handicap when splitting. I find the Assault command to be a little slow for the Soviets, because they have 3 leapfrogging teams. But in v4 you can recombine the squad, giving you just two teams, which move faster. I do split off scout teams. In open terrain, where the scouts are unlikely to encounter enemies close-up, I find it's better to split off an assault team first, then the scouts, then recombine the assault squad with the leftover third team. This leaves you with a nearly complete squad with LMG, squad leader, all the SMGs, and a few rifles, plus a scout team with rifles (instead of the SMGs you'd get if you split them off directly).
  10. General Liederkranz

    Improvement suggestions

    This is why I think the current model is a reasonable compromise. In many scenarios--especially by midway through the game, if not at the start--tankers would have some idea what's likely to be the biggest threat. If BFC were going to model what round is loaded, wouldn't they have to provide a way to change the default depending on the situation? If your T-34 has a suspected enemy armor contact and then you tell it to peek around the barn to get a line of sight, surely the commander knows he's going tank hunting and will have AP loaded. Even if you just know that there are enemy Mk IVs in the immediate vicinity, it seems like keeping AP loaded would be the right choice. But micromanaging this, or programming the Tac AI to do it, would be a mess. (On the other hand, by the same reasoning I'd like it if AFV ammo loadouts could be customized a bit in scenario setup. In cases where the US used M10 tank destroyers for infantry support, for example, I assume they wouldn't go in carrying the standard 13 HE and 38 AP.)
  11. General Liederkranz

    StG 44 in the upcoming CMRT module

    I *think* this is the only official BFC explanation of why there are so many SVTs in CMRT.
  12. They can weight-wise, but in games they don't (I think it's 75 rounds per carbine vs. 104 per Garand), I assume because those who carry carbines aren't expected to use it much. I know in the game I see SMG rounds bouncing off buildings more than rifle rounds do, so I assume that would apply to carbines as well?
  13. General Liederkranz

    Range info

    1) For small arms, it's in the manual. For lighter vehicular ordnance and guns (up to maybe 40mm), and for heavy weapons, it'll be listed in the UI, just under the silhouette of the vehicle/weapon. Anything heavier than that, I think they don't tell you because the assumption is it can reach anywhere on an ordinary map. But there is a little bit of flex in these values; bazookas and Panzerschrecks, for example, can fire beyond their listed ranges in some cases, especially if they're uphill from the target. 2) those are quick commands for (respectively): Pause, Stop, and Evade. The manual discusses them briefly but not in a lot of detail. A useful thread on the Evade command:
  14. Also, US and German stragglers both suffer from less flexible command. They don't have XOs at the company level, so their leadership is fragile, and they don't have Assistant Squad Leaders, so splitting the squads weakens them more. And since they have four squads per platoon/section, they're a little clumsier if you want to keep them in C2. In general it seems to me that German straggler units suffer more--since their squads never have inherent MG42s, which is a bigger loss, whereas the Americans only lose BARs, and even then only in some squads (it seems to be randomized). And the Americans also still get radios at the platoon/section level! It seems to me the stragglers, often as not, represent not beaten-up infantry units, but all the other hodgepodge of forces that ended up fighting as infantry in the Bulge--cannon companies without their howitzers, AT companies without their ATGs, non-combat engineers, supply units, cooks, drivers, clerks, etc. Hence the high numbers of carbines (and the reduced grenade counts) -- but there were still plenty of radios and even a few BARs and Thompsons floating around. The M1917 HMGs instead of M1919 MMGs also make sense since they were more common in the rear areas, lots being issued to engineers (I have no idea why?) and to the battalion HW companies and I think HQ guards. I don't get the lack of bazookas though. Also, a full-strength straggler group is 226 men, while a US infantry company in the game is something like 160. So the straggler group seems to me more like the remnants of a battalion (and probably not an infantry battalion) rather than a company. Man-for-man, you can get a lot more firepower, and a lot more nimble C2, out of 226 Americans in other formations than you can out of the stragglers. This seems especially important for the 60mm mortars--the only way to use them for indirect fire is to keep the Group HQ back with them.
  15. I assumed that it's a matter of coding the .50 as an "AP" weapon and then coding all "AP" weapons to fire at armor, without taking into account whether they can penetrate. I know I've seen .50s fire at other armor, I think including StuGs--are you saying in your experience the only immune targets they'll attack are Panthers? Also, while it seems the answer here is that the M8 had been unbuttoned, another possibility that occurs to me is, might your infantry in the first case have been carrying 7.92mm AP (picked up from a halftrack or something)?