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Pete Wenman

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Posts posted by Pete Wenman

  1. Having made the map for this, I've got a good insight into the terrain.

    The village sits in the valley bottom but Bil has covered routes through the woods into the village from his side, while Capt has to cover a lot of open fields to actually get there.

    I think it is a clever move for him to already have infantry moving to the village as Bil can only really engage them with his own scouts of which he doesn't have many, or his M60's with HE. Neither is an attractive option for him, nor one his force is well suited to given armour dominates on both side. If Capt can get a foothold then all his other units can remain in the treeline and cover the village by fire so denying it to Bil. The reverse also applies for Bil but I think his lack of troopers here make it hard for him.

    My money is on Capt (at least for the moment)

    P

  2. 27 minutes ago, sburke said:

    one item I have learned the hard way is micro manage your anti air assets

    also just to add as the US player be very careful about engaging ground targets with the M163 Vulcan. That thing burns through its ammo when not firing controlled bursts at aircraft targets.

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  3. 3 minutes ago, RepsolCBR said:

    Would there ever be any benefit in pairing the M150 with a tank section ? or should those be keept as far back as possible at all times and leave the tanks to advance on there own

    Not really answering your question, but the issue with ATGMs in game is one of their flight time. Its not unusual to be seeing missile flight times of 10-15 seconds, which is a long time when every second counts. If the launcher can be brought under kinetic fire while the missile is in flight there is a good chance it can be killed before it's own round strikes. It seems much more noticeable in CW than previous titles.

    It's an interesting dynamic and really ups the tension

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  4. A great place to start is First Clash by Kenneth Macksey. An easy read, but very informative, having been commissioned as a manual for the Canadian Armed Forces in the early 80's

    Team Yankee is in a similar vein but written as an out and out novel and so offers slightly less detail re TOE and weapons systems than First Clash

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  5.  

    Because I'm bored, I've played around with this.

    My set up

    Two Panthers firing under AI control

    Two Sherman fly, under my control, as targets. One in open ground, immediately behind a strip of light wood (no trees) the second hulldown behind a 2m high berm, which again has a strip of light wood on its top.

    Range just over 1500m

    I've run this test 5 times so far, which is nowhere near enough for a real analysis, but I'm getting a feel for the results.

    Rather than worrying about hits and locations I'm counting AP shells fired in order to destroy the target,

                          AP Shells fired to destroy target

    Try                        OG                                HD

    1                            3                                    6

    2                            5                                    9

    3                            3                                   14

    4                            2                                    6

    5                            4                                    8    

    So it took 17 shots to kill the five Firefly in open ground, against 43 to kill the five hull down tanks.

    That's an average of one open ground kill every 3.4 shots, against 8.6 shots for the hull down target, and so on these numbers it takes over twice as many shots to kill a hulldown target than one in open ground.

    Works for me, but you mileage may vary

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  6. 28 minutes ago, Hapless said:

    What Tiger? You were just rolling down the street when suddenly there was a huge bang and the turret filled with smoke, screams, shrapnel and blood. It would be nice to have more details on the actual engagement, but I seriously doubt the surviving crew were either still inside the Pershing or in any kind of mental state to do anything by the time the second shot hit the muzzle brake. It seems unlikely that they had any idea what was going on.

    This ^^^ so much this !

  7.  

     

    nKWKz16WGBw0u9zsfFAFzJvdpfauuxUvp2Mz9giL9wo.jpg

    I'm not seeing a gun barrel penetrated in this pic. I'm seeing a damaged muzzle brake that would likely not prevent the gun from firing. 

     

    Really - you'd be happy to fire a 90mm high explosive projectile down a barrel that is that badly damaged, and potentially partially blocked. I was never a tanker, but if that had ever happened to my rifle I sure as hell would not have fired another round. Guns and their associated mountings and recoil systems are pieces of high precision engineering, with very small tolerances. If these are exceeded, due to damage or other external factors, they stop working as designed and that is inherently dangerous given the amounts of energy at play.

      P

     

  8.  

    I love this sort of stuff, so good to see you giving it a go. The real issue is what comprises you are happy to make to fit doctrine to the game and how important scenario balance is to you. I'll ignore the second point, and just throw out some thoughts on the first.

    Reality on the ground is very hard to determine if not based on historical records, and even then it is likely the TOE is overstated in most case for this stage of the war, but some principles can be applied.

    With regard to German outpost defense 

    • ...the width of a defensive sector assigned to a unit is approximately twice the width of the sector the same unit attacks. Normal sectors are : Platoon, 220 - 550 yards, Company, 440 - 1100 yards Battalion 880 - 2200 yards
    • ....advanced posn, the Germans organise the advanced position 5000 to 7000 yards in front of the MLR, within the range of their medium artillery.
    • ....outpost posn's are normally established 2000 to 5000 yards in front of the MLR. When the fronts are stabilised the outpost position is the only position forward of the MLR
    • .... outpost posn's are occupied from platoons to companies depending on mission, terrain, width of sector and number of troops available.
    • ..... the main weapon, however, is the light machine gun which opens fire at ranges of about 1300 yards, while riflemen commence fire at about 850 yards
    • ...positions normally are  selected at the edges of woods, villages, hedgerows or hills. A good field of fire is considered mandatory. Numerous dummy positions are constructed.
    • Withdrawal of the outposts is conducted so as to not hinder fire from the main battle position. After the outposts are abandoned they are likely to be covered by carefully registered fire of heavy weapons in order to prevent occupation by the enemy. 

    That's what the book says, well one book anyways, but the reality on the ground could be almost anything I would imagine.

     

    I did try to give a sense of this in my Shadow of the Hill series of scenarios, where a British infantry brigade advances over some 4k distance through the German defences, spread across 4 separate scenarios.

     

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