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Pete Wenman

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Everything posted by Pete Wenman

  1. According to Goggle the time at the Mordbunker is 04:24 Sunday, 3 December 2017 (GMT-5) Time in Windham, ME, USA @Mord go to bed !
  2. @Mord A quick and dirty for Heersgroup B, being the forces in the main used in Wacht am Rhein as quoted by Pallud in BoB Then and Now I'm not sure whether the 15 Armee units are Infantry Divisons, or VG, or a mix. HEER Inf PzGr Pz VG SS Pz SS Pz Gr SS GJ FJ OKW Res FBB FGB 11 9 10 6 3 167 79 257 15 Armee 176 15 9 59 183 340 363 246 47 353 85 344 89 6 Pz Armee 272 1 3 326 2 277 9 12 12 5 Pz Armee 116 18 2 62 lehr 560 26 7 Armee 352 5 276 212 P
  3. Just to reiterate the excellent info provided here by @MOS:96B2P and to again illustrate how sophisticated the game radio net is I've attached a simple scenario for FB based on the Stoumont master map. This is a massive, resource heavy map, so some systems may struggle with it, but it shows again how critical it is to maintain good C2, both horizontal and vertical and the impact it can have on a very large map. If you fancy giving it a whirl, play as US against the AI, on elite. This will clearly show the flow of info through the radio net. Add a short target arc to the M8 to prevent it firing and push the BRB. As each unit gains a ? contact marker, click on the next unit and await it too gaining the ? contact, and so on. The situation is that a M8 scout car, from 1st section 3 Plt A Troop, is observing in the direction of Cheneux. It is some 3k forward from the 1st Infantry Bttn HQ which has a radio mounted jeep also from 1st section 3 Plt A Troop adjacent to it. Timings for the playthrough I noted as follows. Game start at 30.00 29.52 (so after eight seconds) the M8 gets a ? contact on an enemy unit 1.6k away across the valley. 29.03 The radio mounted jeep from 1st section 3 Plt A Troop receives a report and gains a ? contact marker for the enemy unit, despite being out of LOS and over 3k away from it 28.56 The M8 gets a solid ID on a 251/1 halftrack and passengers. 28.53 1st Inf Bttn HQ gains a ? contact marker, as the report from the M8 is passed horizontally to it from the adjacent cavalry jeep. 26.49 A Co HQ (1st Inf Bttn) gains a ? contact marker for the halftrack as the infantry battalion HQ now passes the info down the battalion radio net. (A Co is approx 1k forward from Bttn HQ) 26.24 1st Plt A Co receives the contact report via A Co HQ (1st Plt HQ being some 200m from Co HQ, but out of LOS from it.) 25.42 1st platoon shouts details of the contact to 1st squad in a nearby house. So in just under 5 minutes the contact report has gone up the cavalry net, been shared with the Inf Bttn HQ and been passed back down the infantry net to all units in C2 for that net. From a real world perspective this is perhaps a little fast but not unrealistically so for trained and competent troops. If nothing else it shows the clear advantage that a working radio net provides. If the radios are not present the passage of info will rely on runners, liaison units and self spotting. If this was the initial part of an actual game the M8 could report on all it sees and enable the infantry bttn to share all it's sighting info, denying the German player a degree of surprise he may otherwise assume he has. Just my ramblings P Stoumont Master Map recon.btt
  4. Yep this method works, but is not fall proof. Sometimes the triggerman opens fire, even when on hide, with his weapon and is killed before he detonates the IED. Just use a large IED and place it outside by the door, the end result is much the same as if its placed inside the building. P
  5. To add to the replies above, which are both spot on, it is also important to understand the differences between the various move commands, so ensuring the appropriate order is used where possible. All of the five move commands for infantry units not only affect speed of movement, but also the likelihood, or not, of returning fire while moving, use of nearby cover, whether a unit will stop when under fire, or continue to move regardless etc. P
  6. Others will proabably be able to add more, but I believe the radio IED needs line of sight in order for, what is presumably a VHF radio signal, to work. However in all cases the IED operator needs to be able to see the target so the IED can be exploded at the correct time. So in other words all IEDs in effect do need line of sight P
  7. This should give you a pretty accurate overview http://www.combatmission.lesliesoftware.com/ P
  8. @theforger This might help Kampfgruppe Peiper CUF full.btt P
  9. Were they? They should have been the 150mm Grille rather than Hummels. Yep my bad - 13th ko. were indeed Grille. 3rd Bn SS Paz Arty had the one Hummel that was lost at Coo while attempting to get to La Gleize.
  10. No towed ATG with Peiper as far as I can see, which is not a surprise given their role. ( I think what towed ATG the division had were with KG Knittel )
  11. Fallschrimjaegars - in Stoumont as at 19th Dec was the 12./FSch.Jg.Rgt.z.b.V. I don't think there were any more in the area. p
  12. KG Peiper had the 6 SP 150mm guns of 13th SS Pz Heavy Infantry Co, together with the1st SS Pz Arty Bn, (towed), comprising 3 batteries of 6x 105mm pieces Edit Just to add having checked the 150mm were Hummels. It is worth noting that both units suffered losses before arriving in the La Gleize area and so were not at full strength when they deployed there. So no Wespes. PS as the map maker I'm really pleased to see someone doing this. I am a little surprised the map has not seen more use. P
  13. I don't know either, but actual accuracy is not the whole issue. In simple terms for a combat setting, accuracy is a function of barrel length and bullet velocity, and most WWII rifles had a longer barrel than the current assault rifles and a more powerful cartridge. (The reason behind the bullpup arrangement on the SA-80 was to keep barrel length whilst reducing the overall weapon length). Like others here I have shot both a rifle and assault rifle at the ranges being talked about - I my case being the 7.62mm SLR and the 5.56mm SA-80 which replaced it in service with the British Army. In terms of hitting targets at 300m it can be achieved without too much difficulty once the firer understands his windage and aim off for range. From experience the SLR shot pretty straight at 300m (I'm sure someone will recall the actual drop for range at 300m but something in the grey matter says 3-4 inches only). The SA-80 was not greatly different but the magnification on the sight made it much easier to see fall of shot allowing for easier and quicker adjustment onto a target. If you can't see your initial fall of shot it is very hard to adjust, but at 300m with a zeroed weapon you should still hit a man sized target without needing to aim off. P
  14. The British Army current annual test requires a 60% pass rate at 300 metres, that's getting on for two hits on target out of three shots
  15. Hey no worries - life is far too short to worry that kind of stuff. P
  16. @Mord - The existing terrain types hopefully. New tree models - unlikely Steve has said all they are looking to do is port the game to the new engine, but it will take account of water, bridges etc and so hopefully we will see all the relevant tile types carried across given they already exist. I don't think we will see any new models. P
  17. Well look who the cat has dragged (back) in ! P
  18. I'm not sure how big you need but there is a 600m railway bridge in game P
  19. Not mine - I only saved a copy when it was first produced. There may well be later versions I'm not aware of. Combat Mission Victory Calculator v1.0.xlsx P
  20. You need to "open up" the gunner before he will actual respond to a target order. Once the gunner is up he will fire the .50 cal without problem. P
  21. Just putting this out there, as I'm not sure it was ever otherwise released - Fox Green - Easy Red - Collville sur Mer including WN61 and WN62 This map is 2256m wide, 2000 deep (but this includes a chunk of the English Channel) and covers inland for just over 1k from the the bluffs, and so includes the villages of Collville sur Mer and Cabourg. colleville_rc2.btt This is not my map. but rather one made by Marc Brergman and so he deserves all the plaudits. P
  22. That's because it's a scenario that was released with CM:BN before all the uniform options were available, and for some reason it now defaults to the 82nd. Easy to remedy though - just go into the editor, select the scenario, and Allied Units, and change appearance to 101st and then save and exit. P
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