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Joachim

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Posts posted by Joachim

  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. Originally posted by Walpurgis Night:

    Not sure I understand your statement/question?

    There have been a few good threads on "binoculars" and "spotting" if you want more info on this topic, just search these words and that should clear things up.

    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. Originally posted by atiff:

    Question3: Axis assault, it says divide by 1.72.. surely it's multiply?? you want to increase the assaulting units..?

    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).

    Question4: I seem to have disproportionate Russian forces.. even in me Assaulting.

    EG: One of my battles I was defending against a Soviet counter-assualt and there were something like 1,200 enemy infantry (about half a division!!!) to my 250 or so. Fortunately, I had 3 tanks and they didn't.... also, my two 150mm infantry guns caused something like 200 casualties each!

    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. Originally posted by Walpurgis Night:

    The short answer is: it doesn't matter.

    Your premise was that the approaching enemy unit was already spotted. An HQ will actually spot the approaching unit better and sooner. And, he has binoculars so you are more likely to get a correct ID of the approaching unit, instead of just "infantry".

    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. Originally posted by engy:

    </font><blockquote>quote:</font><hr />Originally posted by Scarhead:

    Does experience reduce risk of getting lost?

    Do all appear in their designated target? In which shape?

    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. Originally posted by phil stanbridge:

    I've always used variable rarity in games thinking this to be the more realistic of the three options. Am I hot ot not?

    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

  8. Originally posted by SuperSulo:

    I've always thought the 15 CASUALTIES rule was a bit too harsh, and most of all not fun (losing half your men including your CO on a die roll). I saw some numbers on a website, http://www.skalman.nu/third-reich/statistics-losses-eastern.htm

    Losses on the Eastern front

    June 1941 25.000

    July 1941 63.099

    Aug 1941 46.066

    Sep 1941 51.033

    Oct 1941 41.099

    Nov 1941 36.000

    Dec 1941 40.198

    Total 1941 302.495

    And the Wehrmacht had 7200000 men in 1941. Sure, they weren't all on the eastern front, but say half of them were. That means the casualty rate was 8%. That would include battle casualties and frostbites. I just don't see how they could lose, with some bad dice rolls in the winter, 50% of the men between battles.

    Also, as you notice from the numbers, the winter didn't explode the casualties. I really think this rule could use some altering. Not that it matter to me, I don't use it at all smile.gif , but I really thing it's a bit off.

    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 :D ), so I think the only way is to

    a) reduce causalties by half,

    B) 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.

    Disclaimer: I have no idea if those numbers are correct, or even if they only include "battle casualties" and not "weather casualties".

    If you look at that link, looks like something really bad happend in jan 43:

    Nov 1942 31.198

    Dec 1942 78.759

    Jan 1943 180.310

    Feb 1943 68.330

    Well, I found something on that in another forum :cool:

    Originally posted by Mussad al Sahaaf:

    These figures are a lie. There wasn't a battle at Stalingrad. There is not even a city of Stalingrad. The Soviets came to the Wolga and were committing suicide on its shores. The 6th army is still in good fighting shape, they are as of now advancing straight towards to Siberia.

  9. Originally posted by tracer:

    I'm running a Athlon 2800+ and I swear I saw smoke comming out of my tower. It's a well intended battle, but I think BFC went a little overboard with this one.

    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

  10. Originally posted by Biltong:

    </font><blockquote>quote:</font><hr />Originally posted by Scarhead:

    ...

    Finished Kiev Outskirts yesterday ..

    Great AAR's Acarhead smile.gif

    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>

  11. Originally posted by Walpurgis Night:

    1)Were the SS in charge of the camp at Auschwitz? If not, who was ?

    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 ]

  12. How do i get the assult group within grenading distance without them starting to sneak towards the nearest bush under enemy fire? [/QB]
    a) Suppress the enemy alot - this involves superiority in numbers

    B) 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

    B) does not work

    c) does not work

    e) does not work

    d) will need a MG themselves

    Gruß

    Joachim

  13. Originally posted by Robert Olesen:

    Rarity is not an obvious explanation. In the case of the infantry company mentioned above, the differenc of 24 points is made up of a 2 point difference on each infantry squad (there are 12 squads, and they cost 22 in the editor and 24 in the QB generator). Rarity should not AFAIK apply to infantry squads.

    Also, all eligible units have a rarity percentage listed in the editor. In fact, It's not obvious how to turn rarity off in the editor, but I guess there's a setting somewhere.

    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

  14. Originally posted by Grisha:

    </font><blockquote>quote:</font><hr />The following report is interesting but it appears to be calculations and propaganda.

    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>

  15. Originally posted by SuperSulo:

    I finally finished the Kiev Battle Pack! It was great fun, hope more like this will be released.

    The last battle, Bridges of Blood, was correctly named, trust me. smile.gif I faced Guards infantry, weather rain. I took it VERY slow, and got a Total Victroy. smile.gif I got to the last big VF with less than 8 turns left.

    This map must be impossible for the attacker vs a human (with normal force ratios), and the AI put up a good fight. I have a suggestion about the layout, who do I send it to, Biltong? Can't say it here, it would spoil it for others.

    RE: Armor gaining experience

    They DO gain experience faster than infantry. But I think that's ok. I had 40 battles in '41, and my panzers ended up with 43, 124 and 118 (IIC, III, IV). I was very careful with them (at least the III and IV), and they must have made it unscratched for at least the last 28 battles. The III must have at least 60 confirmed tank-kills with it's current crew. They have faced KV1's and hordes of T-34's. That sounds like Crack units to me. Just for comparrasing, my most experienced infantry unit has 79, not that far off.

    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 ]

  16. Originally posted by Biltong:

    </font><blockquote>quote:</font><hr />Originally posted by Scarhead:

    ...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.

    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>
  17. Originally posted by Biltong:

    As the rules stand - your sIG is OK (not abandoned or KO'd) and can join the battle. This is the 2nd time this question has come up and I've just scheduled the following change for 42 South v2.2:

    Immobilized vehicles – Normal battle die-roll: 1-8 to be able to be repaired in time; Immediate and Counter Attack 1-3 to be repaired in time.

    You can impliment it now, if you want ;)

    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 :)

    Couple of questions from my side:

    You seem to be winning very easily - Have you upgraded yourself after winning 6 battles in a row (Note 8)?

    BTW - What player exp are you playing on?

    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.

    Do you find that your armor crews gain experience too fast in comparison with your Company. Someone else has remarked on this?

    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

  18. 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 smile.gif

    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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