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Neil Kemp

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    http://www.nka-ltd.com

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  • Location
    Ottawa, ON, Canada
  • Interests
    mil history, history, technology

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  1. The one nitwith this game is that it starts in 1939, when Germany had already lost the war. How about a version that starts in say 1930 and lets the time and method be selected - or alternatively, assume the various national militization programs and don't start until 1950.
  2. Can anyone say why 60 mm motors do not fire smoke? Was it the case that smoke was not available in WWII or is there another issue? I know that I have fired smoke many times from the 60mm. Also, what about WP (White Phosphorous). Is there a reason why it does not appear in the game? It is much more effective against infantry in the open then HE.
  3. The function of the heavy weapons platoon is to provide addtional punch within the company. Normally, with three line platoons and a heavy weapons platoon, you would put one or two of the line platoons forward with the remainder in reserve. Then you would PROBABLY reinforce one of the line platoons with the heavy weapons. You might keep them back with the reserves until you figure out where the enemy is and what their intentions are. In a real lief situation if your company had point, you would receive support from battalion, etc.
  4. Some of this is "gamey" In real life you very rarely have access to good information on the ground you are about to move over. A commander will attempt to scout a route, Patrol forces can also be used to trigger an ambush, but in real life it typically involves casualties. The reason Lts., last as little as 10 seconds in combat is that the standard practice if the commander is in doubt is the send the "Junior Call Sign Forward" to see what will happen. (Been there, done that) In real life the clock runs both faster and slower then a game. Even in Chance Encounter there is reference to this type of thing. The reality is that you trade lives for information, lives for space and lives for time, whether attacking or retreating.
  5. The tactics described in this thread are not 'gamey'. The allies were outproducing the Axis on all weapon systems, but the individual quality on a per tank (weapon) basis was very still much in the German's favour at the end of the war. As Stalin said, at a certain point "quantity becomes quality' so it did not matter. Faced with a Tiger/Panther the standard tactics were, Typhon, or Thunderbold stike, artillery bombardment, or take 5 Shermans and rush him. The goal is for one to get around behind and blast through the (relativel) thin armour at the back. The Shermans turrent is hydrolic powered the Germans were still hand cranked so it could not get both of the left and right flankers. So, if faced with a Tiger, be satisfied with a 5:1 kill ratio if you can get it.
  6. First, arty are dangerous. About 60% of all combat casualties are caused by arty fire. The Russians recognized this. It is my understanding that if they detect an OP (artillery observation post). They will fire 1 regiment for 3 minutes the the 1 kilometer grid square surrounding the point the OP is centered on. I don't he the Order of Battle in front of me but that is a lot of lead
  7. My Warrent Officer (A senior NCO in the Canadian Forces) was ex Hitler Youth. The guy was amazing. I once saw him cut a figure 11 target (upright human) in half at 150 meters with a 30 cal (BAR) while he was standing upright and firing from the hip in full auto. He claims he shot a Mustang down that way, and I believe him. He could out walk, out fight, out shoot anybody in the regiment
  8. The name of the book requested at the start of this tread is "Devi's Guard", by George Robert Elford. It was published in 1972 by Dell. BTW the nature of the Legion has changed a lot in the last 40 years. After they lost the coup against de Gaulle (and they ran out of Germans) the way things were run changed a good deal. Even so the legion "wastes men". Not a good place to be
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