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Rattus

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    Perth, WA, Australia
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    Wargaming, All types & periods. Roleplaying, Fantasy/Sci-Fi. History & Politics.

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  1. Two questions really: In CMBB, only the Germans have prime movers large enough to be able to move heavy flak etc between campaign battles. How will this be dealt with? Add a Stalinets tractor? Given the size of some of the maps and the short range of some of the "artillery", will the off-board artillery represented by the spotters be considered to move so they are always in range? - so they may end up on map and be vulnerable to enemy attack? if so how will they be represented? "I gots ta know!"
  2. A big thankyou to the team at BTS/CMBB. Sure it is not (quite) perfect but it is miles ahead of the rest, very pretty and great fun. That's a lot of value for money! Another happy customer!
  3. Thanks rexford - I have a few queries! 1) Does your 10-15% estimate for the necessary increase in penetration required to convert German test date to the 50% standard make allowance for the increased velocity required for average quality German ammunition? 2) Does the increased velocity required for equivalent penetration referred to above, raise the velocity to withing critical shatter velocity thresholds? 3) Was the quality of the standard German rounds such that shatter or significant chewing of the nose became an issue which is not reflected when using test quality ammunition? Why do you think the APCBC ammunition was generally superior - I mean did the Germans have a superior theoretical model, was the R&D better resourced or was it simply the quality(standards) to which the ammuniton was produced? Thanks Rattus
  4. I have been looking at the blast factors for US "artillery" and there seems to be a few anomalies. The following table shows the Arty Type, Blast, Shell Weight (lbs), Burster Weight (lbs) and % Burster. My apologies for the formatting - I can't get the columns to line up in the preview. Type, Blast, Shell Wt, Burst. wt, % 14" USN, 2348, 1275, 105, 8.25 240mm, 648, 360, 54.05, 15 8" Gun, 456, 240, 20.9, 8.7 8" How, 388, 200, 36.98, 18.5 155mm, 198, 95, 15.13, 15.9 8" USN, ???, 260, 21.32, 8.2 Bomb, ???, 500, 250, 50-59 The 14" is representative of say the USS Texas. I have assumed that the 8" Gun in CM is not a naval piece but the difference would be insignificant if it were. From the above table it appears that the 8" Gun is significantly overrated in terms of its blast - compared to the 8" How or the 155mm. Morover, the lethality of the 500lb A/C bomb is vastly underated from the tests I have done. Certainly neither the crater size (very scientific!) nor its apparent effectiveness are comensurate with something carrying that much explosive. My life is ruined! Thoughts anyone? (Nice ones only!)
  5. This was the second operation I played and I think I managed a draw or minor victory - (it was a long time ago) - so it is possible. It was also the first version so it has changed a little bit. I still did not make it to the airfield but went like hell for it! Losses were high but if I had used my artillery assets a bit more carefully I think I could have done better. I was also short of infantry early on because many of my paratroops did not make it back to the DZ on time...! Force preservation and a mechanized reserve were very important. It is definitly one of the most enjoyable operations I have played and I will be trying again now to see how the 1.01 version goes. Michael
  6. I did some tests on this a while ago - Until the Engineers "see" the minefield they will not clear them. They must have demo charges available - so when you run out of charges you can't clear any more. I think (from memory!) 3 charges were needed to clear 1 field. It might depend on the skill, level, terrain, mode and weather (sorry not enough replications to give consistent results)as to when/if the Engineers find them. Unfortunately, often the only way the Engineers find the mines is when they walk on to them! I'll see if I can find the old threads... Of course this was with v1.02 (or something ancient) Oh - sometimes you have to wait a bit before they will clear them.
  7. The uberpanzer Hotchkiss 39 is a very uncommon tank (almost extinct ) - should it be much more expensive because of this?
  8. Air support seems to be handled like reinforcements - X% chance per turn (not cumulative) of turning up. If the % is high enough odds are it should show up - eventually - but never any guarrantees. No idea what that percentage is though!
  9. I would pick on board mortars (even 2"/50mm/60mm) but most tks/stugs will have smoke. The problem is that the actual number of smoke rounds for all these weapons appears to be random so sometimes you will end up with very few or none - a real pain . The only way to guarantee smoke is to use OBA to fire smoke. The most cost effective for this would be 81mm Mortar/75mm Arty OBA. Michael
  10. Perhaps with no PTO the marines would never have been expanded beyond a brigade or division? Also if they had operated predominantly as land forces their TO&E might have developed very differently. Maybe CM6.
  11. Years of scientific research later.... If you are running through the mines you may well get lots of casualties in stacked minefields. I used the sneak command to approach the mined areas and unless the minefields were exactly on top of one another, the squad would suffer 1 casualty (usually!) and only discover the nearest minefield - even if the minefields were only off centre by a 1/8"! Since my Regular engineers only ever discovered AP mines by treading on them, clearing multiple minefields was slow work. Each minefield requires 1 demo charge to clear so if there are closely overlapping fields you will need several squads. Sod's law has it that sometimes when you lose a man entering the minefield he is carrying one of the Demo charges & nobody else picks it up! This can leave you stranded in a minefield. AT mines on roads (Daisy Chains - even if not bought as such(?)) are much more simple to deal with as they are easily spotted & can be cleared w/o use of Demo charges. Combined AT&AP mines are also possible. Note that even with NO fog of war, the engineers don't seem to be able to spot the mines unless they walk on them. Even after they do detect the mines, they can sometimes take a long time before they throw the Demo charge to clear it. I just noticed that squads do not seem to notice (non-daisy chain) AT mines - and since they can't set them off they can't find them 'till a vehicle has alreay detected one in the traditional manner (BOOM!) (Now I know what kubelwagons are for!). Maybe elite engineers are beter at seeing them... [This message has been edited by Rattus (edited 09-10-2000).]
  12. Limited time to play CM? Shame on you! My current PBEM seems to be in the doldrums (Noba - where's my turn? ) so I'll try some of these out.
  13. Could you stack AP and AT minefields together? - that would be useful.
  14. I think the post David was refering to is a thread called "Churchill AVRE - ROF" which covers this - but I don't know how to post the link!
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