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dfgardner

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Posts posted by dfgardner

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by redeker:

    IIRC, (and this is only for comparison) modern ATGMs like the TOW have two rocket motors - a small one to get the round out of the tube and a ways downrange from the launcher, then a main motor to carry the missile to the target.<HR></BLOCKQUOTE>

    One point of clarification on the TOW. The TOW does have 2 motors, a lauch and flight motor. The launch motor fires for an extremely short time (in fact I believe it expends its propellant load while completely in the launch tube).

    The flight motor only fires for 1 or 2 additional seconds to boost speed to reach max range. If I remember correctly (as a former TOW platoon leader) observation or noticing the flight motor burn was overcome by the general initial explosion (and I do mean explosion) of the weapon firing. BTW, the TOW actually glides to the target, with the tail fins maneuvering to guide the round.

    Time of flight was ~ 15-17 seconds to max range (3000m)....a long time for the gunner to track the target under fire.

  2. As late as 1983, the US Army was using 90mm RR with the 9th ID out of Ft. Lewis, WA. Two were assigned each rifle platoon.

    As a practical, offensive weapon, they were extremely deficient (IMHO) primarily because the 90mm ammo was so difficult to carry. The gunner carried the weapon (think of a 4-5ft long stovepipe) while the ammo bearer, and whomever else we could get carried the rounds (if I recall the basic load was about 3 rounds per gun). The rounds were very heavy.

    The accuracy was ok out to about 200-300 meters for a head on shot; never saw someone make a lateral (right to left or left to right) shot.

    The weapon did have a tremendous backblast, but so did (does?) the Dragon (wire guided short range AT weapon 1000m ) and the TOW (wire guided long range weapon ~3000m). Because of the backblast of all AT weapons, the drill was to find a flank shot where enemy visability to the backblast was limited.The 66mm handheld LAW did not have the stopping power of the 90mm RR.

    As bunker busters the 90mm RR was extremely effective. If the round didn't penetrate the bunker, the round detonation would have scared the bunker occupants silly provided the bunker was earthworks. Never saw a concrete target. The 90mm was 100% effective against the APCs of the day (M113, BMP, BTR or even Bradleys). As for a tank, well, you'd have to hope for a lucky shot and roll out of the way quickly before you were squashed . :eek:

    As for pure testosterone, seeing 3-4 guns (never called "rifles") shoot in rapid succession on a live fire range was something....particularly if you hit a vehicle that had some residual fuel in it (wow :D ).

  3. Great work, but one personal note of warning:

    Please don't let analysis and tips about CM degenerate into the endless statistical analysis that was rampant in SL/ASL tips and techniques. :eek: You know, the "if your 4-6-7 squad attacking a tank you have x% chance of hit at range Y and z% chance of kill. :(

    I get enough of that in my day job :rolleyes:

  4. Don't give up yet!

    Remember, you're having to learn tactics not strategy. As such consider the basics:

    Mission: what exactly are you being asked to do (if an attack expect heavy fighting, etc)?

    Enemy: what do you expect to face (running Shermans up roads covered by 88mm or Tigers/Panthers tends to litter the highway with wrecked and buring vehicles).

    Terrain: what are the best avenues of approach that offer the best concealment and field of fire. Consider this from both the enemy and your point of view. Lead with infantry if the fields of fire are short.

    Troops: what kind of troops and leaders do you have. Use the leaders with the best attack ratings to lead an attack (keep your units 'in command'.

    Time: if you've got 30 turns, there's a reason. Be 'agressive-cautious': press the attack when you can, but use the time to position your forces.

    This game will hook you...it does not allow for easy victories...however, when you get your first one, you'll be very satisfied.

    Also, consider PBEM, there's nothing like a live opponent.

  5. I am continually amazed at some of the amazing things you see in CM.

    Yesterday I played a scenario as the Germans assualted an Allied held city (which scenario is unimportant).

    At one point I had a german pioneer squad, equipped with satchel charges only, in a building to which the AI ran a Sherman tank in the adjacent street (actually I occupied the building an instant before the tank appeared).

    Now for the good stuff: I positioned the camera in a direct overhead mode on the building, and watched as I counted three individual charges being thrown from the building and landing on the tank :eek: :cool: .

    To be able to actually see each charge thrown is the amazing part.

    Kudos again to the programming team.....this kind of stuff just keeps me coming back again and again. :D

  6. Originally posted by Moon:

    The operation is indeed based on the information contained in this great website: http://www.737thtankbattalion.com and I've actually used 1:25000 maps from the area (as shown on the website itself, btw). Might be the ones dfgardner has mentioned.

    I hope I can take "The phase lines almost exactly corresponded to the start points in each of the Ops battles, and curiously, my US side lost tanks in almost the exact locations where the vehicles were lost in reality" as a compliment for a realistic recreation of the battle smile.gif

    juardis - yes, destroy type ops are great for PBEM as well. Might make for the most balanced play, since victory or loss solely depend on casualites; there are no territorial objectives. Destroy type ops make also for the best ops when a bridge or another confined target is the objective, since the map does not have to move at all (i.e. battle map window is exactly as large as the operational map); and therefore there are no or few front line adjustments between battles.

    Moon, if you're the designer, indeed my comments are a compliment.....although I was judiciously cursing while playing the Mortain Op at the "unfairness of it all" and other whinny statements, while my PBEM opponent howled with laughter and taunted me.....

    I guess I felt better knowing what happend in the actual battle, by the way, I too accomplished the objective and was declared the winner, although with much less hardware than what I started with!!

  7. Personally, I found the OPs scenarios to be the most challenging and "realistic" in terms of carefully husbanding your forces.

    I too have played the Mortain Scenario, in fact my opponent and I corresponded by Email with the unit historian of the US tank battalion featured in the scenario.

    He supplied us with a 1:50,000 tactical map that showed the start lines, phase lines and locations of knocked out US vehicles during the actual attack.

    The phase lines almost exactly corresponded to the start points in each of the Ops battles, and curiously, my US side lost tanks in almost the exact locations where the vehicles were lost in reality.

    It was rather humbling and moving to talk to a veteran of the battle. His recollections of the battle were vivid as if he fought it yesterday.

    Our 'operation' featured light rain, he actually stated the battle was fought on a very hot and humid day.

  8. Learn something new every day.

    I'm for anything that results in the destruction of German AFVs.

    One tactic I've found that works is to litter the battlefield with my burning Shermans, then move my infantry into close assault while the AI or my human opponent continues to "laugh hysterically" at my obvious superior tactical moves.

    Never thought of the "building in path of a German AFV" gambit.....I shall implement this tactic immediately. biggrin.gif

  9. Have been reading Steel Inferno about the exploits/organization etc of the 1 SS PZ Crps SS LAH in Normandy. The author notes that the Germans were able to mold two divisions, the 1st SS Leibstandarte AH and 12th SS Hitlerjugend, into one Corps with almost a British-like regimental idealogy (Hence, 1st SS PZ Corps SS LAH.) The author's premise is that regimental esprit is why the Corps fought so hard for so long during the Normandy period modelled by CM.

    What a book, I'm sure many of the scenario designers have perhaps used this to model scenarios/operations such as Mortain, Villers-Bocage (in which, by the way, I've yet to duplicate Wittman's feats).

    I was wondering, where are the Nebelwefers and Whirbelwinds (think I spelled both right) that were integral to the Corps in Normandy in CM? According the Steel Inferno, the Nebels had ranges from 3000 to 9000m, depending on the particular model. Also, the Whirbelwind, which is described as a quad 20mm mounted on a Pz MK IV Chassis (the author credits a 1LT in the Corps for coming up with the idea), were often used in close infantry support roles.

    Perhaps I've just not selected the correct scenario, and if so who could offer suggestions for play where these weapons are used(would like to see a "screaming meemie" barrage just once)?

  10. Ok,picture this.

    I've just completed all my mission objectives with 7 turns left in the game (scenario does not matter). Now all I've got to do is wipe up a few remaining pockets of US resistance, and my elite SS troops can take a well deserved rest.

    When lo and behold suddenly two of my panzers are suddenly destroyed by a Sherman HVSS that has magically appeared in a reverse slope location.

    Now, this has become personal! Upset my total victory will ya?

    So I decide " hah, I'm going to teach this Ami a lesson! Let's see, if I fast move a Panther to here and then go into hunt mode, while moving some infantry close as a diversion, I'll bag that sucker!"

    I cover all possible escape routes by fire, painstakingly maneuver the Panther into position and bring my infantry close. Now, I'll move the infantry out of its hidden position, give the Sherman a close range target to worry about, then move the Panther to crest the hill and bingo, got em! biggrin.gif

    The plan unfolds. The Sherman takes the bait, the Panther suddenly appears and targets the Sherman, the Sherman realizes it and turns to engage......now I watch the time counter....37......38........39......40!!!!

    Bam!!!! Frontal penetration..........OF THE FRIGGIN PANTHER.

    The emotions begin: eek.gifconfused.gifmad.gif

    I curse out loud.

    Now my 6 year old son, who has the CM spirit like me (in fact he likes to maneuver any scenario so the tanks explode..he likes the fires!!) says "Dad, what happend?"

    I launch into analysis ad naseum with the tidbits obtained from this board.....crew quality....gun stabilization....track pressure.....how many entrenching tools a 1945 SS squad carried....phases of the moon......mating habits of California Grey Whales.....

    Then he says it: "Dad, why didn't they just shoot?!""

    Yes, should have thought of that.....just shoot.

  11. Ok, I admit I need help. Have been playing the scenario Big Red One at Omaha Beach and no matter what I do, the AI seems to immediately target my 8 inch and 14 inch arty spotters.

    Rather than complain about the AI's unique ability to discern who's in what assault boat, I'd thought I'd ask if anyone has figured out how to get these two guys onshore?

    I know the battle is really a slaughter, but, just once I'd like to rain down some heavy steel on the Germans!!!

  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by dfgardner:

    German tank trades simultaneous shots with a British Firefly tank.

    Both are knocked out by the other's shot!

    Imagine the scene, I'm locked onto the view from the German towards the British tank. I see in the distance the flash from the British tank just as my tank fires.

    Boom, both are hit and both crews bail.

    You gotta love that!<HR></BLOCKQUOTE>

    Ooops, forgot my second best.

    Playing "Fear in the Fog". At the end of the game, the open and wooded areas surrounding the village look like a Matthew Brady photograph of Antietam!

  13. German tank trades simultaneous shots with a British Firefly tank.

    Both are knocked out by the other's shot!

    Imagine the scene, I'm locked onto the view from the German towards the British tank. I see in the distance the flash from the British tank just as my tank fires.

    Boom, both are hit and both crews bail.

    You gotta love that!

  14. Wild Bill, saw same thread, interesting topic.

    Personally, game length ought to be dependant upon the ground one must cover to accomplish the mission, the size nature of enemy force, and of course, the size nature of your own force.

    I view the scenario designer as my battalion, regimental or divisional commander allocating to me the resources, including time, he (she?) thinks is necessary. That's the challenge, for me, to attempt to meet the victory objectives within the time alloted.

    If I want to fight the entire Normandy campaign in a single sitting, I don't think CM is the vehicle to do that! wink.gif Nor, would I like to "real time" a particular battle.

  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Bobbaro:

    In reality it was a rare attack order that limited the attacking commander only 30 or 60 or some other arbitrary, relatively short time span for completing his mission, after which he faces relief or courtmarshal. It is in the game itself that the gameousness lies.<HR></BLOCKQUOTE>

    Bobbaro: I disagree with you above statement. Military history is replete with examples of commanders, at all levels, who were relieved for failing to get their forces going or accomplishing their mission.

    In fact, IMHO, junior level officers (Bn Cdr and below, which is really the command focus of this game) were probably replaced or relieved for failing to accomplish objectives faster than senior commanders.

    If your mission states you're to attack and sieze objective "Y" at xxxxhours you'd better do it, or you're most likely gone.

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