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axxe

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  1. Like
    axxe got a reaction from Sweed59 in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  2. Like
    axxe got a reaction from PEB14 in Infantry Movement Rates   
    A bit more chart below. Not an exhaustive (har har) test, but still helpful.
    With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.

  3. Like
    axxe got a reaction from The_MonkeyKing in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  4. Upvote
    axxe got a reaction from Warts 'n' all in A tactical doctrine for dealing with HMGs?   
    Something else to keep in mind: suppressing the HMG is not absolutely necessary to assault it. You just need it not firing at the assault team. This can sometimes be achieved by keeping it firing at those scouts who first discovered the HMG. I have had success moving one team toward one side of the HMG team with some cover and concealment (enough to keep them alive but with periodic exposure so the HMG will rotate to track them) and then another team moving around the other side of the HMG team for the assault.  If you can open the scout-team / HMG / assault-team arc to 90+ degrees the HMG will have a tougher time spotting the assault team.
  5. Like
    axxe got a reaction from wadepm in Weekend Challenge Battle   
    No challenge this weekend? Was planning to jump in...
     
  6. Like
    axxe got a reaction from CMFDR in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  7. Like
    axxe got a reaction from c3k in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  8. Like
    axxe got a reaction from Bud Backer in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  9. Like
    axxe got a reaction from Sandokan in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  10. Like
    axxe got a reaction from Bulletpoint in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  11. Upvote
    axxe got a reaction from MOS:96B2P in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  12. Upvote
    axxe got a reaction from Artkin in Fatigue test   
    I did a test today to explore the effects of fatigue on spotting and shooting in CMBN.
    TLDR:  there is no apparent negative effect on spotting or shooting for German LMG or sniper teams (comparing "rested" to "tired").
    Details:
    I set up a 10-lane shooting range, with the shooters looking downrange through a tall hedgerow. All units regular, rested, temp hot, no wind. I then placed some driver volunteers (ahem) from the American motor pool 80m downrange from the hedgerow and let the German LMG teams move to their hedgerow, spot downrange, and engage their targets.  I ran all 10 lanes concurrently, and then reran the whole thing 3 times.  I measured two things: time to spot after reaching the hedgerow, and time to kill the target after spotting it.
    Here you can see the snipers at work:

    I then redid the whole thing with units made tired by running back and forth.  All 10 units ran the same distance as each other, so should have been equally tired.
    Then I redid all of THAT with German sniper teams, the only difference being moving the targ... um, volunteers to 200m downrange.
    I was a bit surprised by the number of outliers - where the spotting or firing unit took a VERY long time to spot or hit.  Occasionally longer than two minutes.
    Bizarrely, considering all of the data, the LMG teams did a much better job of shooting while tired, and the snipers did a somewhat better job spotting when tired. Stripping out all data points 60 seconds long or longer (an arbitrary value that favors the rested troops) resulted in the rested and tired troops performing about the same. Maybe you can make an argument that spotting is slightly worse when tired.
    ===  Raw data  ===

    ===  Removing all data points 60 seconds or longer  ===

    For completeness the tests should also be done with fatigued and exhausted units, and I guess also veteran and a broader range of unit types.  But I hardly ever push my troops to that point.
     
  13. Upvote
    axxe got a reaction from Gafford in AAR - A Lesson in Defense   
    Every week I hope this will be the week...  ;-)
  14. Like
    axxe got a reaction from zinzan in AAR - A Lesson in Defense   
    Every week I hope this will be the week...  ;-)
  15. Upvote
  16. Like
    axxe reacted to Vanir Ausf B 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.
  17. Like
    axxe got a reaction from Josey Wales in Infantry Movement Rates   
    A bit more chart below. Not an exhaustive (har har) test, but still helpful.
    With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.

  18. Like
    axxe got a reaction from Josey Wales in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  19. Like
    axxe reacted to sburke in Scenario file naming glitch   
    Probably. You can open the scenario and check in the editor
  20. Like
    axxe reacted to Erwin in Artillery rate of fire   
    I found a comprehensive chart of German arty stats in my old CMBN files dated November 2011. 
     
     
     
     
     
    GERMAN LIGHT/MEDIUM ARTILLERY
    81mm Mortar
    120mm Mortar
    75mm Inf Gun
    150mm Inf Gun
    75mm Howitzer
    105mm Howitzer
    150mm Howitzer
    Barrels
    2
    2
    2
    2
    4
    4
    4
    HE Rounds
    100
    60
    70
    50
    140
    140
    120
    Smoke Rounds
    8
    0
    20
    10
    40
    40
    40
    FAO Response Time (mins)
    Normal
    6
    6
    8
    8
    8
    8
    8
    TRP
    3
    3
    4
    4
    5
    5
    5
    HQ Response Time (mins)
    Normal
    8
    8
    13
    13
    13
    13
    13
    TRP
    4
    4
    8
    8
    9
    9
    9
    Mission
    Harassrnds/min
    p/Barrel
    3.3
    2.1
    1.8
    0.9
    1.8
    1.3
    0.9
    p/Unit
    6.7
    4.1
    3.6
    1.8
    7.2
    5.4
    3.6
    Max
    15min
    15min
    20min
    18min
    20min
    26min
    34min
    Shortrnds/min
    p/Barrel
    10.0
    4.0
    2.7
    1.4
    2.7
    2.0
    1.3
    p/Unit
    20.0
    8.0
    5.4
    2.7
    10.8
    8.1
    5.4
    Max
    5min
    8min
    13min
    19min
    13min
    17min
    22min
    Mediumrnds/min
    p/Barrel
    20.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    40.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2.5mins
    5mins
    8min
    12min
    8min
    11min
    14min
    Heavyrnds/min
    p/Barrel
    25.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    50.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2min
    5min
    8min
    12min
    8min
    11min
    14min
    Duration
    Quick
    p/barrel
    4-7
    3-4
    2-3
    2-3
    2-3
    2-3
    2-3
    Short
    p/barrel
    11-16
    8-11
    5-10
    5-8
    5-10
    5-10
    5-8
    Medium
    p/barrel
    27-32
    14-17
    11-16
    8-11
    11-16
    9-14
    8-11
    Long
    p/barrel
    41-53
    23-30
    20-28
    15-18
    22-28
    19-24
    15-18
    Maximum
    p/barrel
    100
    60
    70
    50
    140
    140
    120
                        GERMAN HEAVY ARTILLERY
    210mm Howitzer
    170mm Gun
    159mm Nbwfr
    215mm Nbwfr
    280mm Nbwfr
    301mm Nbwfr
    88mm Flak
    Barrels
    4
    4
    6x6
    6x5
    6x5
    6x5
    4
    HE Rounds
    80
    100
    180
    150
    108
    108
    80
    Smoke Rounds
    0
    0
    72
    0
    0
    0
    0
    FAO Response Time (mins)
    Normal
    21
    12
    12
    12
    12
    12
    12
    TRP
    17
    9
    9
    9
    9
    9
    9
    HQ Response Time (mins)
    Normal
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    TRP
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    Mission
    Harassrnds/min
    p/Barrel
    0.2
    0.4
    1.0
    0.8
    0.6
    0.6
    1.1
    p/Unit
    0.9
    1.6
    5.8
    4.5
    3.6
    3.6
    4.2
    Max
    89min
    62min
    31min
    33min
    30min
    30min
    19min
    Shortrnds/min
    p/Barrel
    0.3
    0.6
    1.5
    1.1
    0.9
    0.9
    1.6
    p/Unit
    1.4
    2.4
    8.8
    6.8
    5.4
    5.4
    6.3
    Max
    59min
    41min
    21min
    22min
    20min
    20min
    13min
    Mediumrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Heavyrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Duration
    Quick
    p/barrel
    1
    1
    6
    6
    6
    6
    2
    Short
    p/barrel
        36
            Medium
    p/barrel
        36-72
            Long
    p/barrel
        72
            Maximum
    p/barrel
    80
    100
    180
    150
    108
    108
    80
    NOTES:
    MISSION = RATE OF FIRE
    · p/barrel = rounds fired per min per single barrel at selected rate of fire i.e. Harass
    · p/unit = rounds fired per complete unit i.e. all barrels in action
    · Max = time to expend all rounds when firing all barrels at selected rate of fire
    · Apart from 81mm Mortar then all other weapons appear to have the same rate of fire for Medium and Heavy... Maybe further testing needed
    DURATION = TOTAL ROUNDS PER MISSION
    · p/barrel = rounds fired per barrel over duration of mission. Nebelwerfers fire by multiples of its salvo.
     
    Here is a much briefer US Arty chart dated the same:
    CMBN US Artillery Characteristics
    Rate of fire is 1 round per x seconds.
    Duration is in rounds, or minutes if m suffix.
     
    US 60mm M2 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           6    7    7m  |  3    20   30  |  3    19   24  |  3    16
     
    US 81mm M1 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           5    10   15  |  6    10   28  |  3    10   25  |  6    12   22+
     
    US 105mm M2A1 Howitzer
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:        46-48      |     28-32      |     16-19      |     10-12
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           3    6    14  |  2    7    12  |  3    6    12  |  2    6    12
  21. Like
    axxe got a reaction from HerrTom in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  22. Upvote
    axxe got a reaction from Bulletpoint in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  23. Upvote
    axxe got a reaction from A Canadian Cat in Infantry Movement Rates   
    A bit more chart below. Not an exhaustive (har har) test, but still helpful.
    With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.

  24. Like
    axxe got a reaction from Vanir Ausf B in Infantry Movement Rates   
    A bit more chart below. Not an exhaustive (har har) test, but still helpful.
    With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.

  25. Upvote
    axxe got a reaction from MOS:96B2P in Infantry Movement Rates   
    A bit more chart below. Not an exhaustive (har har) test, but still helpful.
    With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.

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