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jasoncawley@ameritech.net

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Posts posted by jasoncawley@ameritech.net

  1. Incidentally, on the grog subject of TDs, they were usually employed in platoons of 4 vehicles, so that was quite accurate. Sometimes companies of 12. Units this size did sometimes work with still larger forces, like a company of tanks or infantry. But they usually did not split and mix with tanks in smaller packets than a platoon. (Occasionally a 2-TD "section"). And they had their own M-8s, plus M-20s or jeeps, as recon for the TDs - the 4th company of the TD battalion.

    A 5th company had HMC-75mm SPA (the other kind of "M8" in CM terms, on the armor screen), which could be used for HE fire support of infantry, or fired indirect in a battery to take out enemy towed anti-tank guns. There was nothing in the least unhistorical about the force mix described earlier.

    For those interested in such things, notice that the formation of the TD battalions and the cavalry battalions were in some respects similar, with inverse "roles". The cavalry had one company of Stuarts, as their heavier vehicles - the TD battalion had one company of armored cars and jeeps as their lighter vehicles. The TD battalion had 3 companies of the TDs themselves as their main force - the cavalry battalion had 3 troops of armored cars and jeeps as their main force. In both, there was a 5th company of 75mm SPA.

    Both unit types were used independently in their own force mix at different levels, from battalion down to platoon. Those were then mixed with other force types for the task at hand. So a tank column (of Shermans and Stuarts) might have a TD platoon attached, or a TD company might support an infantry battalion, or a cavalry troop lead an armored infantry battalion task force.

    Engineers were mixed and matched in the same way, as was light AA (which had 40mm Bofors and quad .50 cals, towed or half-track mounted in both cases). 1/5-1/4 of the battalions in typical U.S. divisions were these "support" weapon types, and they operated in groups of any size from platoon up, in support of the other arms. Another 1/5-1/4 were the artillery battalions. By formation type, only 60% of an infantry division was infantry, and armored divisions were 25% each armor and armored-infantry (in halftracks).

  2. First, there is no "R" in my last name. Thank you.

    Second, I think everyone knows that there are beer&pretzel CMers (whom I hereafter refer to, for no good reason, as "jocks", and there are grogs (whom I hereafter refer to, for no good reason, as "geeks").

    But the impression that disputes about "gaminess" are between these factions is in error. It is a purely intermural sport of the geeks, which occasionally confuses the jock bystanders.

    Some of whom may be vaguely offended, or at least amused, or occasionally even confused, by the geek habit of refering to typical jock behaviors as a form of insult to other geeks. That is from high school and if you haven't figured it out by now, you never will.

    Usually, the jocks have merry fun with one another, and their drunken idea of a good CM game is just what the previous fellow said. They do not, however, taunt one another with cries of "gamey", and do not mind when so called. They prefer more direct disparagments of the abilities, anatomy, and ancestry of their opponents, and generally enjoy the alternate crowing over victories and self-deprecation over defeats at least as much as the beer and explosions.

    And most geeks, in my experience, do not mind this in the least. And drink as heartily. The less said about their wives the better. Many jocks do not quite understand it, but true grog-hood is as drunken a revel as their own, just with someone else's twisted sense of such things. "This is your master's thesis on acid", if that registers at all.

    A geek may occasionally slip and call a jock's play "gamey", but it is quite enough to hear a "eh, what?" instead of an impassioned defense of the historical nature of the practice involved, to realize the mistake. Then nuts or pretzels are poured into a bowl and a beer is opened, and all is right with the world. Both types generally find each other highly amusing, and the occasion perfectly enjoyable.

    But the real use of such cries is in intermural disputes among the grog-geeks. The jocks have nothing to do with it, except for the high school habit hinted at above. You can always tell. Geeks always maintain that things happened the way this particular fellow thinks, not the way the *next geek* thinks.

    And they always use as punctuation marks for such claims, epithets like "gamey".

    Do not be misled. Nothing is being said to, or about, jocks and the beer-n-pretzels manner of playing, in these cases. They are just saying "and your mother smelled of elderberries" to the next geek they are arguing with. So much for sorting out the players.

    Two intermural geek affairs are, however, still outstanding. First, one fellow took a rival view of the high losses of CM fights, and suggested that slow daily attrition was the real war, not the brief intense smashes of CM. And that therefore, tactics that get small units killed could not be afforded. The implicit assumption is that the scale of opposition in CM fights is usually present, but the opposing sides are not smashing into each other as forcefully.

    There are periods in the war when this is probably an accurate picture. Normany, Hurtgen and Metz, and parts of the Bulge fighting (in January in particular). But these are intense battle episodes.

    My point was rather different. I trace the high losses in CM fights to the nearly even odds, not to players predisposed to get all their men killed, because they are just pixels and there is only one hour's fight. Some of both. But most one hour's fights in WW II did not result in anything like CM casualties, and it wasn't because the commanders didn't press. Often the defeated side's loss was total, through surrender. The reason was the fights were not close.

    I've explained this before. You have to imagine the following CM "scenarios".

    A German infantry battalion forms up for a "attack" through a wooded area, with a village at the other end. The U.S. is barely on the map yet. The Germans begin to move. Then 12 artillery batteries fire 2500 shells unto the Germans and into the ground between the two sides after the German pull back. Not much of a CM scenario.

    Or, a U.S column of 50 AFVs and 50 halftracks runs into a blocking position with 10 StuG and an infantry company. Not satisfied with the local odds, they wait half an hour and 36 fighter-bombers plaster the German position.

    Or, 65 German infantry are dug in on a hill outside a village. They have 8-10 fausts as AT weapons. 10 U.S. tanks pull up 400 yards away and blast away for 20 minutes. Then an infantry company rushes forward - and takes 40 prisoners, most of them wounded.

    Or, a company of 15 U.S. tanks is trying to climb a muddy slope, with no opposition in sight. A battery of hidden PAK open fire on them from 2 miles away and KO half of the vehicles. A smoke barrage enables the rest to withdraw. The PAK are never found.

    Or, to relieve a threatened bridge position, a company of U.S tanks drives along a narrow river road through a gorge, and tries to climb up out of it onto a plateau. They have a company of infantry in halftracks with them, total ~30 vehicles. Unknown to them, the ridgeline they are driving up onto is occupied by 30 Panther and 40 Pz IV tanks and a battalion of panzergrenadiers. The forward third of the U.S column is shot to pieces and the rest withdraw.

    Those sorts of fights do not involve much danger to the side with the locally superior force. And most of the fighting in WW II was like that, for one side or the other. The match ups were not "fair" at all. One side won, and the other lost, for reasons having everything to do with what forces came to the fight, not how they were employed. But such occasions are of little tactical gaming interest.

    The typical unit in WW II was in *close* fights, with high causalties to either or both sides, on a few occasions throughout the war. Many units - most in losing armies - also faced one occasion in which overwhelming force was arrayed against them. Most units were in many, many fights in which their side had all the cards - because a bigger portion of their army is in those, than the portion of the losing side's army present at the same fight.

    But what this means is that the average or expected day's action, was a cakewalk compared to a CM game. Only light opposition was expected, because that is mostly what was encountered. It is a lot easier to arrange some light opposition. And often, it happens without being arranged, just collision style, when whole attacking units hit small portions of outnumbered defending ones.

    Sometimes an attacking force would no beforehand this would not be the case, when a close battle occurred. Then it would be a so called "set-piece attack", with heavy support meant to approximate the lopsided case as much as possible. And care would be used in approaches in such cases.

    But most close battles occurred without both sides, and often without either side, knowing beforehand the force match-up would be close. And in those situations, the dispositions and practices of e.g. the attacking side, would not be a model of great care. If great care were always used, the only effect would be no movement.

    Attackers therefore used tactics that promised to quickly overwhelm *light* opposition, if possible without endangering large parts of the main force if something more serious was "hit". That was the point on my previous post about recon in force. Recon in force is not done with 4 men or a combat patrol. It is done with the forward elements of a column, kampgruppe-team-task force whatever it is called.

    On the subject of simulating small patrols, I point out to the fellow who thought of HQs for this, that they do not in fact have the ability to call for fire. Only FOs do. Advanced teams from infantry formations should use just that, teams = 1/2 squads walking head of the infantry. Their lack of morale "robustness" is quite accurate. It was not their job to do more than locate some enemy and then extricate themselves if possible.

    The situation the other fellow is thinking of, is more like the LRRP (long range recon patrol or "lerp")- a penetration of enemy lines by a small group to gather info. That is *not* synonymous with "recon". When it was done, it was usually a small party from a recon platoon or intelligence officer's section. It doesn't really have any place in CM. They would be the only force on the map. Get a different game.

    Combat patrols do, however, have a place in CM. Ordinary infantry sent them out regularly, and they ran into each other regularly, in what would be small CM meeting engagements. To make one, take a platoon and assign one of its squads to the company CO as his own ad-hoc platoon. (Sometimes 2). A sniper is optional. Use a commander with good morale and stealth. This is a common way of running a "point" platoon, which is really just a combat patrol that is closely supported by the rest of the company.

    Next, one last grog insists that things can be done with a lone jeep that did not really happen in the real show. I do not doubt it. I do doubt that such antics have any point, or "work", in CM. And not because you can "all stay on hide", but because it costs nothing to burn the sucker without revealing anything of consequence. Just have a decent fire plan and use the appropriate weapon, and relocate it afterward, if you like.

    Last, one more fellow noted that you can't have a decent fire plan in the full blown realistic sense, because the flanking units are missing. This is true to a point. You do not get direct fire coming into sector on the edges. You also do not have to dedicate your own assets to fire leaving your sector to help units on your flanks. This does marginally increase vunerability along the map edges. But attacks there, by infantry in at least, are risky, because anyone who panicks exits the map.

    This is mostly a problem with front-armored tanks, turning inward from an edge and thus achieving more flank protection than they possibly could. But the same tactic is used behind buildings, hills, bocage, or bodies of woods. It is not like the effect the edges produce artificially, is not available perfectly honestly in he middle of the map, when such features are present.

    In any event, it was a different point than my own. It is perfectly feasible to arrange a decent fire plan for your own sector in CM. Yes, that is less than the full blown real deal with sectors tied into one another tighter than a certain aquatic fowl's anatomy.

    One point about such plans can still be mentioned here. It is better to take out a light vehicle on recon, with a shooter that is not right in front of it. That is, tell the scouting commander where some asset is, not in the place he was trying to look, but elsewhere. When he scouts over on the same side, use a reveal asset if it hasn't moved, or if it has (better), then take that one out from the first side again.

    The reason this works better is two-fold. One, it denies the enemy the information he wanted, even if it does give him some. And two, the "point's" supporting overwatch is more likely to be able to see a shooter right in front of the point, than one off on the other flank at some crazy angle.

    I hope this is useful.

  3. "...but once the target area had been reached"

    There wasn't one. The target area was all of France and Germany. They did not have neon signs that flashed "Danger Will Robinson! Probe mission! Heavy opposition expected with no better than 4:3 odds for the next 1200 yards! Danger! Dismount your vehicle Will Robinson!"

    In the U.S. army, every armor division had an armored recon battalion, and independent groups parcelled out other such battalions to the infantry divisions. Which were not in the least leg formations by the way. (I know you know that, not everyone does). But the layering of recon-dedicated assets did not stop there.

    In the early, "square" U.S. armored divisions, there were 2 armor regiments and each had a full battalion of light tanks. In the later, standard one, there was only one regiment, but every battalion had one company of light tanks. So the ratio of light to medium tanks was 1:2 in the first, 1:3 in the second type. What were the light tanks for? Recon. To find the things the fighting tanks would blow up.

    In the tank destroyer battalions, each had 3 companies of 12 TDs, M-10s mostly, some of the better types. And every such battalion had another, 4th company, equipped with M-8s and M-20 armored cars, and jeeps. For what? Recon. To find the things the TDs would blow up.

    Every infantry and armored infantry battalion had one platoon set aside from the line companies, that was instead part of the support company. In the same organization as the anti-tank guns, the mortars, the extra machineguns, in other words. What was its job? Recon. To find out who was in front of the line companies and the like. They usually reported directly to the battalion intelligence officer.

    Did the line companies just rely on the information those provided, when moving out? No. One platoon had the "point" position. And it usually sent out 2 lone scouts a ways ahead of the platoon itself. Sometimes a team was used instead of 2 lone scouts, to give them some firepower if they encountered one sniper. There was a "lessons learned" report about it dating from the Italian campaign.

    Was this some strange fascination of the Americans? No. See all those infantry types marked "fusilier"? That is what the Germans called their divisional recon battalions, in the infantry formations. They often did recon on bicycles. The typical late-war German infantry division had 6 infantry and 3 artillery battalions. Plus 1 anti-tank, 1 engineer, and 1 fusilier - that is, recon was 1/8th of the infantry type and 1/12th of the overall number of battalions. The mobile divisions had bigger recon battalions mounted in half-tracks and equipped with armored cars and gun-armed halftracks.

    Does anybody think the recon performed by these big units with lots o' guns and vehicles amounted to 4 guys sneaking-into-the-movies before the first "Go!" button? No. They were all designed to recon in force. Including some fighting, if not perhaps the CM "marquis of queensbury" rules, nearly-even-odds arena combat fighting.

    Why did they recon in force? Because thin forces and 12 man roadblocks are pennies in military terms. And any force that backs away from the mere prospect of getting shot at will therefore be stopped long before it finds out anything. Real war recon, not the snaker-eaters LLRP with 4 commandos but the kind of thing you need 1/8th of an infantry division for and 1/4th of your tanks for, involves blowing through the little stuff until you hit something more serious.

    And nobody knows where that is, until they hit it. CM is about situations in which something is really hit. But the "point" is up there every day, and only a handful of time in the whole war, is he going to run into so close an overall fight. Usually, one side of the other holds all of the local aces.

    "Oh that is ridiculous. Only a handful of times? But CM is 30 minutes of fighting, and the campaign lasted nearly a year." Yes, but in CM fights, ~50% of the engaged forces get wiped out. And if that happened more than a handful of times to the average unit, then nobody would have survived WW II. Plenty of people did.

    The light armor or the jeeps are up there on "point", because they do not know this is the day. So set up some proper fire plan that will KO the little buggers before they find out too much, and stop bawling about it.

  4. 6 mortars. Both sides used mortar batteries of 6 mortars (Brits too). It is not obvious, incidentally, that CM is not depicting that already.

    The rate of fire of light mortars is almost arbitrarily high. The real measure of the weight of support is therefore not the number of tubes, but the number of rounds fired. Which is 200 for the U.S. module and 150 for the German one, for example (a difference refected in their price).

    A larger battery allows them to come down faster, and may therefore help to catch people before they get to cover, but it is mostly 6 of one, half a dozen of the other. Support by the battalion mortars, the most common for of indirect fire support by far incidentally, should be 1 module, not several.

    Incidentally, the persistent confusion about German 81mm TOEs in Pz Gdr units, seems to reflect the fact that *armored* ones had only the company level mortars, while motorized ones had the same set up as leg infantry - 2 per company plus 6 for the battalion. And this is further confused by the units generally not being at full TOE strength.

    When you look at the mortar strengths of units in a particular battle, you find battalions with 6, and 6, and 8, and 10, and 12, and 11 81mm mortars. They were trying to have 2 per company for direct fire, and a mortar battery at battalion level for the non-armored troops. (Why non-armored? Because the half-track mounted guys used more gun halftracks instead).

    As for the 75mm indirect, their use varies a bit. For the Germans, that is the fire of the regimental gun company, using infantry guns. (Occasionally it might be captured Russian field pieces in a divisional artillery battalion, but that is relatively rare). The mountain troops also had 75mm howitzers.

    For German "leg" infantry, this would be a relatively common form of supplimental artillery fire, but less common that divisional 105mm, and much less common that battalion 81mm mortars. The 75mm infantry guns were often used for direct fire as infantry heavy weapons, rather than "in battery" like this.

    On the Allied side, the airborne both U.S. and U.K. used 75mm pack howitzers, because they are more easily landed by air. Along with 81mm or 3" mortars, it would be the most common for of fire support for them in air-landed situations, like early D-Day or Market-Garden. In addition, the U.S. cavalry forces would get 75mm indirect fire from their M8 HMC "assault guns", which were fired as a battery indirect, whenever the front was stable (screening, defense roles, etc). And last, every U.S. infantry regiment had a cannon company. Most of thes had already converted to 105mm pack howitzers, but some still had the older 75mm.

    That is just who would have them stuff. In CM terms, the 75mm hits harder but with fewer shells; the mortars also "react" faster to calls for fire. The total hitting power is comparable for either type, with the 81mm more likely to effect every unit in the targeted area somewhat, but the 75mm more likely to mess one of two of them up badly. Both are meant to hurt infantry.

    Both are primarily suppression weapons (meaning, keep someone from firing or pin them to allow infantry to rush them the moment the barrage stops). But can cut up troops in the open or in woods without foxhole cover, reasonably well.

    These light arty types "don't do buildings" and are marginal against troops in wooded foxholes, able to pin them while the barrage lasts but not much else. They are fine defender's weapons because of this, less useful on the attack. But the mortars are a useful artillery type to lay smoke with, for attackers, because the quick response time and high ammo supply are key, and the payload mostly irrelevant, in that role.

  5. Very nice picture.

    For the Germans, you can just use 3x81mm to address the price. That will keep the cost in the same ballpark at the off-board module, and it gives half the number of rounds as the off-board module. The pattern is pretty dense already, so dropping e.g. the front-center one from your "diamond", will not reduce the effect much. You will still have more rounds per bit of area in the beaten zone. Even the standard 2x81mm per company fire a decent 2-minute mission, though they will tend to "x" across the target instead of making a nice blob.

  6. To wwb_99

    I play the allies at least as much as I play the Germans, so I am well aware of how they work. And that they will work, when used right, against someone who makes mistakes, etc. That does not change the fact that the German infantry gets nicer infantry toys without paying more for them.

    On the subject of the 60mm mortar, and its dueling properties against a German HMG, I partially agree. The exact proper use of the things is to pair up, and shell an HMG from 200-400 yards away, out of LOS. But there are definite provisos -

    1. It won't work at all if the HMG is in a building.

    2. If won't work well if the HMG is in a foxhole. Especially not a single mortar.

    3. With just 1 firing and the target in woods, you will on average put down 1 man in a turn of firing.

    4. You have ammo for three such missions. Your maximum potential casualties are pretty well capped - at around 3 per mortar.

    5. You will get "alerted" and "cautious" results only, shooting at regulars who are in command control, if you use only one mortar. Most of the time.

    6. If you fire two mortars at once, you can expect to put down 2 men and pin regulars, with a good chance to panic or break them, especially if they are out of command control.

    7. Against veterans, 1 mortar is not going to do diddly. It will partially suppress for the 3 minutes the fire can be kept up, and hurt a few men, without that reducing the HMG's firepower afterward, at all.

    8. Working as a group (2-3), you can expect to suppress or break 2-3 point targets, and to fire 2 small smoke missions.

    Now, a little comparison. An HMG team can expect to fire off 30 ammo in 10 minutes. It can keep this up for 20-30 minutes or until killed. It can roughly expect to hit a man a minute over that period, unless stopped. More in open ground, less against good cover. The casualty cap is around the size of a platoon, 30 men not 3.

    Most HMGs will not do that much. Most will fire only 1/3 to 2/3rds of their ammo, much of it at long range, and against a wide mix of cover types. It can still expect to put down ~3 times as many men as the 60mm, unless the MG team breaks (moral wise), or is killed rapidly by tank HE.

    Light mortars are useful for their role, which is on-call suppression of point targets. But they do not approach the overall firepower of regular infantry or MGs.

  7. To wwb_99

    I play the allies at least as much as I play the Germans, so I am well aware of how they work. And that they will work, when used right, against someone who makes mistakes, etc. That does not change the fact that the German infantry gets nicer infantry toys without paying more for them.

    On the subject of the 60mm mortar, and its dueling properties against a German HMG, I partially agree. The exact proper use of the things is to pair up, and shell an HMG from 200-400 yards away, out of LOS. But there are definite provisos -

    1. It won't work at all if the HMG is in a building.

    2. If won't work well if the HMG is in a foxhole. Especially not a single mortar.

    3. With just 1 firing and the target in woods, you will on average put down 1 man in a turn of firing.

    4. You have ammo for three such missions. Your maximum potential casualties are pretty well capped - at around 3 per mortar.

    5. You will get "alerted" and "cautious" results only, shooting at regulars who are in command control, if you use only one mortar. Most of the time.

    6. If you fire two mortars at once, you can expect to put down 2 men and pin regulars, with a good chance to panic or break them, especially if they are out of command control.

    7. Against veterans, 1 mortar is not going to do diddly. It will partially suppress for the 3 minutes the fire can be kept up, and hurt a few men, without that reducing the HMG's firepower afterward, at all.

    8. Working as a group (2-3), you can expect to suppress or break 2-3 point targets, and to fire 2 small smoke missions.

    Now, a little comparison. An HMG team can expect to fire off 30 ammo in 10 minutes. It can keep this up for 20-30 minutes or until killed. It can roughly expect to hit a man a minute over that period, unless stopped. More in open ground, less against good cover. The casualty cap is around the size of a platoon, 30 men not 3.

    Most HMGs will not do that much. Most will fire only 1/3 to 2/3rds of their ammo, much of it at long range, and against a wide mix of cover types. It can still expect to put down ~3 times as many men as the 60mm, unless the MG team breaks (moral wise), or is killed rapidly by tank HE.

    Light mortars are useful for their role, which is on-call suppression of point targets. But they do not approach the overall firepower of regular infantry or MGs.

  8. Well, vets and after 2-3 shots. My experience is that you want the first shot to kill the target, because otherwise it has an excellent chance of killing you before you hit it. It will also tend to back up. So I'd much rather fire at 50 yards.

    At 100 yards, I think I am exposing the team for a low chance of a hit, with a high chance they burn their ammo without killing the target, or get KO'ed themselves. Have I sometimes ordered schrecks to fire away at 100 yards? Yes, when desperate enough. But it is not something to make a standard practice out of, IMO.

  9. On one thread, someone said of zig-zagging jeeps - "using cheap units as throwaway scouts does seem gamey". On another thread, people are debating SPW-251/1s on point. Meanwhile, back at the ranch, the histories say that typical mounted recon forces on the two sides looked like this -

    U.S. - 2 jeep MGs plus 1 M-8 with a radio, on "overwatch", seeing what happens to the jeeps and radio-ing reports. 3x .50 cal and 1x37mm to tangle with enemy light armor if necessary. Occasionally a couple of Stuarts instead or in addition, and sometimes M-20s instead of jeep MGs.

    German - 4 halftracks carrying scout infantry plus sometimes a couple of armored cars backing them up plus a gun-carrying half-track or three. 1-3 guns 20mm to short 75mm plus 5-10 vehicles MGs to suppress infantry (and incidentally, dust jeeps). Occasionally a Lynx or two.

    The Brits had armored cars, scout cars and carriers for this sort of thing. Sometimes Cromwell tanks, too.

    There is nothing gamey about leading with a jeep MG, or with an empty SPW-250/1 or SPW-251/1, or with a carrier or Humbler scout car. And when something happens to them, the rest of their platoon sees it and reports it - while also trying to get them out of the jam if possible.

    There is nothing different here in principle, from one squad or half-squad in an infantry platoon walking ahead on "point", while the rest of the platoon covers them.

    On another thread, someone said it was different because the AI controls firing and will shoot the first thing it sees. Only if you tell it that is what you want to do. You can hide. You can make your own decision to open fire. You can place an ambush marker. You can have one zook team covering the road with an ambush marker, and 2 ATGs hundreds of yards back on simple "hide" without any targets.

    There is such a thing as a *fire plan*, as in you cover this spot, and these weapons deal with that threat, and those stand by, etc. There is such a thing as *fire discipline*, aka "don't shoot until you see the whites of their eyes". But if you want to have them, you have to order them yourself, after coming up with them.

    An example. I like defending with German infantry forces, which get an allowed force mix long on support, but without vehicles or armor. The weapons mix I then use includes infantry, schreck teams, HMGs, FLAK and PAK, artillery with TRPs, and minefields. The PAK are responsible for enemy tanks, and I do not want to reveal them too soon.

    That is part of the reason the 20mm FLAK are there. They can dust light vehicles, scout cars and half-tracks and jeeps, without the PAK revealing themselves. But I also have to worry about tanks leading and barreling forward while the PAKs are still hiding, right? No problem.

    I use the schrecks with their ambush markers, and infantry at faust range with platoon ambush markers, and AT minefields, to cover likely tank routes. The FLAK do not hide, and cover wide areas. The PAK can place ambush markers, but well behind the areas these other types can engage.

    What I plan on is thin skinned vehicles not living long enough to reach these farther PAK ambush markers. Tanks may be stopped by the mines and the infantry ambushes. But if not, the PAK ambushes are next.

    That is a fire plan. It includes details about which area is covered, as well as this "tasking by type". I still expect to have to make the decision to "open up" myself. I never expect any defense set-up to just sit there without further orders and handle whatever happens. The orders for the AI (e.g. ambush markers, units not on "hide", etc), are just there to handle decisions that have to be made in less than a minute.

    The U.S. uses 50 cals in the place of 20mm FLAK. Rifle grenades will handle light armor that passes close enough, and zooks are obvious. It does not take a Sherman to scratch one halftrack.

    For what it is worth.

  10. That is interesting, yes. But it is not as much of a difference as the headline figure may make it seem. Using a circle to approximate the ellipse of shrapnel, those two areas correspond to "everything within 10 yards" vs. "everything within 9 yards". Hardly an earth shattering difference. Or in meters, 9.35m vs. 8.15m - about.

    Certainly enough of a difference to justify some difference in blast rating. But CM's fineness for the placement of units is only 2 meters, and I believe the multi-man counters occupy 2-3 of those "pixels" in each dimension, for combat purposes. Where the squad actual is, and the placement of the men within it, would be as big or bigger a factor, than which type landed 6-10 meters away.

    Just to keep some perspective on how fine-grained differentiation of weapons can really afford to get, and still work in practice with the CM engine.

  11. Each faust symbol on your units is one weapon. It can fire once, then it is gone. You will get 0-2 per squad, with the number expected varying with the date. 4-5 per platoon is typical in later '44 or early '45. More like 3 earlier, in Normandy.

    The fausts are 3 types, 30, 60, and 100, which is their "headline" (or "rating"), maximum range. But the troops will not fire them at ranges that far. A better rule of thumb is to regard the true engagement range as around half of those figures. Within 1/3rd of the range "rating", the chances the squad will fire the weapon are high, as are the hit chances. As you can see, the early faust-30 versions are essentially close-combat weapons. The others are effective at about the range of a grenade.

    They are also more likely to fire if unsuppressed, at an armored target threatening to them, and if they have 2 faust so they can "spare" one. If you use their platoon HQ to set an ambush marker, that can also increase their likelihood to fire, in my experience anyway. But do not set it too far or it will not do any good.

    For comparison, panzerscreck have 5 shots, and their rated maximum range is around 225 yards. They will essentially never hit at that range, though, so it is a waste of ammo to fire so far away. It also gives away their location. A better range for a 'schreck is around 50 yards. Anything beyond ~80 yards, the chance of a hit is low.

    The schreck thus doesn't need to get as close. But on the flip side, it is a vunerable 2-man team, and like all AT teams tends to draw fire, and it is not as fast as a squad for long moves.

    For these German weapons, they will usually kill anything they hit. Churchills and Sherman Jumbos are about the only exceptions; side angles may be useful against those beasties. There is always some randomness, from the angle the warhead hits the target, so an occasional "non-kill" has to be expected. But those are rare.

    The difficulty is "connecting", which is mostly a function of range. Which in turn usually depends on surprise, "stalking" from inside cover, or on a short rush, when the squad or team can avoid being suppressed long enough to fire.

    I hope this helps.

  12. Yes, Jeff, I played ASL. No, Michael, he was not referring to math of probabilities, statistical over-analysis, etc. He was referring to the term of art, "skulking". Which means simply the practice of using cover not just to defend the men sitting in that terrain type, but to break line of sight completely.

    This is done in on-again, off-again fashion. The idea is to avoid much of the enemy's firepower, while still covering the open areas he must cross, often enough to make it painful for him to cross them. It also improves concealment and prevents the enemy from easily IDing all your troops.

    The phasing system of ASL made such practices peculiarly effective, sometimes in somewhat "gamey" ways. But it is a useful tactic without any "gamey" added, and works fine in CM, with "we-go" resolution and no discontinuous time "blocks". Jeff easily recognized that anyone who identifies the tactic by its ASL-community "call sign", must be a past ASL player.

  13. 10th Armored was in the general area, but a bit farther west. It cleared Ulm on April 25th. That is 85 miles west north west from Bad Tolz. The 10th then raced southeast, in the right general direction, but it was heading for the Austrian border.

    It was driving in two columns at this point, and by the end of the war one of them had crossed the Austrian border and reached Imst, on the Inn river in the Tirol. That column probably went through the Fernpass. The other reached Mittlewald, farther east and right on the border, just below the Sharnitz pass. Aimed at Innsbruck it seems.

    Mittlewald is less than 30 miles from Bad Tolz. And the main road the leftward, eastern column probably took on its push south, passes about 25 miles from the place. They have in common, "near the foot of the Bavarian alps". But I don't think the 10th went through Munich. It is a somewhat unnatural angle to approach Bad Tolz from. But when they got to the foothills, they may have sent a small team northeast to clear the road toward Munich I suppose.

    All in all, I think I have to arrive at a Scottish verdict - "not proven". The 10th was close enough that someone could have gone there. But not so close that we know anyone did go there. If you grand-papa wasn't actually there, he probably heard about it within a of couple days.

    Incidentally, someone else having the credit for the capture, can be made to fit his story. The crew in the jeep took the credit and knew who he was, on that showing. Presumably he put on his uniform.

    But I have a different hunch, that fits the basic area, the 10th's progress, your grand papa's recollection, and my sense of the time. He did "capture" (or meet, or shoot the breeze with) a German officer on a porch. And the guys who came to pick him up did think they had Rundstadt. They were just wrong.

    It was some other officer. Then your grand papa heard within days of the mystery guy being taken, that Rundstadt had indeed been captured and by a unit he knew was nearby. He put 2 and 2 together and believed what the visitors had told him. Simple. After all, he doesn't claim he knew it was Rundstadt, only that someone told him it was. No reason to suppose that someone knew what he was talking about.

  14. Historically, a few units got good at night-fighting and used the attacking edge it can give to great effect. But most attempts to use the cover of night to achieve some tactical purpose failed. The reasons had almost nothing to do with CM scale factors.

    The biggest issue was control, with land navigation a close second. Units flat get lost at night. They also get mixed up, stray out of command distances, panic more easily, "fall out" and straggle. Approach marches generally have to be made in very narrow single columns or the unit will scatter over the whole countryside. Any crossing or collision between columns is likely to produce friendly fire, blown surprise, and extreme disorder.

    The more experienced the troops, and at night fighting in particular, the easier it is to overcome these problems. The smaller the unit, again the easier control realistically is. Even so, the most common successful use of night ops was to infiltrate an enemy position without combat, opening fire at dawn, on the often befuddled defenders who couldn't understand how the enemy got behind them, and often assumed the line was broken elsewhere, etc.

    What is unrealistic about CM night combat is simply the lack of "friendly fog of war". The commander has perfect knowledge of the positions and states of all of his own troops. This never happens at night. And sighting reports get shared automatically and unambiguously, which also never really happens. Together, these allow a degree of coordination of friendly forces that might have been achieved, occasionally, by best commando units in well rehearsed operations.

    In CM, friendly fire is more common at night, command delays are longer, command distances shorter, and unit morale is more brittle. But the troops are still hyper-coordinated and "robust" in adversity, compared to average real troops at night.

    If you want a more realistic night game, restrict quality levels. Allow a maximum of "regular" for trained commandos, gurhkas, crack night sturmkompanies. Most units should be green, and anything that would otherwise be green or worse, make conscripts.

    I'd also recommend dropping HQ bonuses for all but stealth ("?"), to a maximum of +1 (no squares). Change HQs with +1s to 0, and those with +2 to +1, while retaining the stealth rating as is. If a unit has 2-3 +1s in the first 3 categories, you might retain one of them, in combat (first choice) or morale (if without a combat bonus).

    Examples -

    +1 command/+1 morale -> just +1 morale

    +2 command/+1 stealth -> +1 command/+1 stealth

    Etc.

  15. To wwb_99 :

    Horsefeathers. The light mortars do not have enough ammo to be more than annoyance weapons. And if the Germans want mortars, they can take 81mm ones, with the same ammo load and 3 times the hitting power for only 1/3rd more cost than the 60mm.

    The U.S. support weapons are quite fully priced. Compared to buying 3 platoons, 2 MMG, 3 bazooka, here is what the U.S. gets for the company purchase -

    1 company HQ

    1 platoon HQ

    1 50 cal w/ 40 ammo

    3 60mm with

    cost - 94 points, as much as an SMG platoon or 4 HMG-42, or 2 HMG-42 and 2 81mm mortar, for the Germans. "But you get extra HQs". Um, compared to what? You can buy a German VG company, 4th platoon, and the above support weapons for the cost of a U.S. company, and still have 47 points left over, enough to buy 2 schrecks.

    Does anyone think 2 HMG-42 @ 95 ammo, have less firepower than 1 50 cal w/ 40 ammo and 2 MMG with 65 apiece? The firepower rating is 2x the MMG and 50% more than the .50 cal.

    Does anyone think ~50 rounds on-map 81mm is less blast than ~100 rounds on-map 60mm? Each shell is rated 3x the blast.

    How about 2 schreck and 15-20 faust-60 vs. 3 zooks and ~10-15 rifle grenades?

    1 company and 4 platoon HQs either way.

    Here are the personal arms purchased with the two rival mixes, 1944 squads -

    U.S. - 9 BAR, 14 Thmpsn, 101 M-1, 6 Pstl

    German - 9 MG42, 82 MP40, 21 K98, 6 Pstl

    The only thing the U.S. has is 21 more men (167 vs. 146), half of them in weapons teams without personal arms. In the case of the 1945 match up, the U.S. trades 9 M-1s for BARs, while the German's get 15-20 faust-100 instead of faust-60.

    Notice, 1 MG42 has twice the FP of a BAR at long range. At closer ranges, the MP40s take over. So it is basically MP40s against M-1s, about even numbers, with heavier mortars, better AT weapons, and more HMG firepowerxammo - for the same price.

    And the German mix is optional and thus flexible, while the U.S. mix is more or less required, since the support weapons are included in the company for one, but not for the other. Of course, the U.S. can forgo a company HQ to pick his own weapons mix. The Brits can't ditch the 2" mortars regardless.

    Riddle me this. Anyone who thinks the prices of infantry are correct now, would you think it no matter to allow 2 extra SMGs per Allied squad at the same price, and allow the U.S. and Brits to pick companies and platoons without light mortars and 50 cals, if they prefered those? If the Allies shouldn't get SMGs instead of rifles for free, then why do the Germans get exactly that?

    The real reason is simple. The designers thought that rifles would be about as useful as SMGs, just better at different things, so they charged the same price for them. But this is simply not the case. The SMGs are more valuable for the fighting infantry actually does, and under the ammo constraints actually present. The designers charged full prices for men but not enough (if anything) for better weapons.

    The adjustments needed are small, tweaks not wholesale changes. 2 extra Thompson in the 1944 U.S. squad, and 1 extra in the 1945. 2 extra Sten in the UK squads. Brit 2" mortars either optional added weapons, or cost more like 5 points. 2 60mm per U.S. company but with maxed ammo loads, same price as now per team. Let the U.S. pick his HMG type, .50 or M1917 or Jeep MG or none.

    +2 points to the cost of pure SMG squads, +1 to squads with many SMG, on an overall basis of ~1/4 - 1/3 of a point per SMG. +1 per squad for faust-60, +2 per squad for faust-100,in those time windows. With demo charges like they are now they can be free, but if they had real blast ~100+, then those would be +1 per charge too. Flamethrowers ~1/2 the cost of today and halftracks ~2/3rds (the M3A1 maybe 3/4ths = 35).

    My suggestions, for what they are worth.

  16. To wwb_99 :

    Horsefeathers. The light mortars do not have enough ammo to be more than annoyance weapons. And if the Germans want mortars, they can take 81mm ones, with the same ammo load and 3 times the hitting power for only 1/3rd more cost than the 60mm.

    The U.S. support weapons are quite fully priced. Compared to buying 3 platoons, 2 MMG, 3 bazooka, here is what the U.S. gets for the company purchase -

    1 company HQ

    1 platoon HQ

    1 50 cal w/ 40 ammo

    3 60mm with

    cost - 94 points, as much as an SMG platoon or 4 HMG-42, or 2 HMG-42 and 2 81mm mortar, for the Germans. "But you get extra HQs". Um, compared to what? You can buy a German VG company, 4th platoon, and the above support weapons for the cost of a U.S. company, and still have 47 points left over, enough to buy 2 schrecks.

    Does anyone think 2 HMG-42 @ 95 ammo, have less firepower than 1 50 cal w/ 40 ammo and 2 MMG with 65 apiece? The firepower rating is 2x the MMG and 50% more than the .50 cal.

    Does anyone think ~50 rounds on-map 81mm is less blast than ~100 rounds on-map 60mm? Each shell is rated 3x the blast.

    How about 2 schreck and 15-20 faust-60 vs. 3 zooks and ~10-15 rifle grenades?

    1 company and 4 platoon HQs either way.

    Here are the personal arms purchased with the two rival mixes, 1944 squads -

    U.S. - 9 BAR, 14 Thmpsn, 101 M-1, 6 Pstl

    German - 9 MG42, 82 MP40, 21 K98, 6 Pstl

    The only thing the U.S. has is 21 more men (167 vs. 146), half of them in weapons teams without personal arms. In the case of the 1945 match up, the U.S. trades 9 M-1s for BARs, while the German's get 15-20 faust-100 instead of faust-60.

    Notice, 1 MG42 has twice the FP of a BAR at long range. At closer ranges, the MP40s take over. So it is basically MP40s against M-1s, about even numbers, with heavier mortars, better AT weapons, and more HMG firepowerxammo - for the same price.

    And the German mix is optional and thus flexible, while the U.S. mix is more or less required, since the support weapons are included in the company for one, but not for the other. Of course, the U.S. can forgo a company HQ to pick his own weapons mix. The Brits can't ditch the 2" mortars regardless.

    Riddle me this. Anyone who thinks the prices of infantry are correct now, would you think it no matter to allow 2 extra SMGs per Allied squad at the same price, and allow the U.S. and Brits to pick companies and platoons without light mortars and 50 cals, if they prefered those? If the Allies shouldn't get SMGs instead of rifles for free, then why do the Germans get exactly that?

    The real reason is simple. The designers thought that rifles would be about as useful as SMGs, just better at different things, so they charged the same price for them. But this is simply not the case. The SMGs are more valuable for the fighting infantry actually does, and under the ammo constraints actually present. The designers charged full prices for men but not enough (if anything) for better weapons.

    The adjustments needed are small, tweaks not wholesale changes. 2 extra Thompson in the 1944 U.S. squad, and 1 extra in the 1945. 2 extra Sten in the UK squads. Brit 2" mortars either optional added weapons, or cost more like 5 points. 2 60mm per U.S. company but with maxed ammo loads, same price as now per team. Let the U.S. pick his HMG type, .50 or M1917 or Jeep MG or none.

    +2 points to the cost of pure SMG squads, +1 to squads with many SMG, on an overall basis of ~1/4 - 1/3 of a point per SMG. +1 per squad for faust-60, +2 per squad for faust-100,in those time windows. With demo charges like they are now they can be free, but if they had real blast ~100+, then those would be +1 per charge too. Flamethrowers ~1/2 the cost of today and halftracks ~2/3rds (the M3A1 maybe 3/4ths = 35).

    My suggestions, for what they are worth.

  17. To Martin again -

    First, I find this a useful discussion and thank you for taking part in it, and reacting with substantive points. Now, I must shred your latest offering - LOL.

    Range is more valuable as the scale of the battle increases, yes. It is easier to get close to a platoon than to a battalion. The battalion has more heavy weapons that can pin you at range. But a lot of the long range infantry fire in larger battles, is not doing very much. It is when the infantry gets close, that it does its work. They either use (terrain) covered approaches for this, or their supports drive the defenders from their "forward" firing positions, or wipe out some pieces of the defender's fire plan to create covered approaches, or charge while the defender's are suppressed. Until that happens, the infantry is a bystander and target. Its own fire adds little.

    But SMGs are not defense-only weapons. You said, if infantry is in foxholes it is very hard to get them out without heavy weapons. Not so, unless you meant to flatter the SMGs by calling them "heavy weapons", which I doubt. SMG infantry is so powerful in close, and with ordinary attacker's small-unit tactics, it can easily smash rifle-armed infantry in foxholes. Provided only they have some way to get somewhat close, from terrain or cover fire. And all attackers need that, regardless of weapon mix, because you cannot kill infantry in wooded foxholes at 200 yards, with rifle fire.

    Here was a repeat test. First, recall what happened before. When the Americans went in, they had 2:1 attacker odds in point terms, and used paras and engineers. They had 2 flamethrowers, 8 demo charges, a mortar, a bazooka, and 3 MMGs, against no support weapons at all. They have 94 men against 56, or 5:3 odds in manpower terms. They had a covered approach through scattered trees. The paras exchanged off against their target platoon, while the engineers were wiped out to a man after inflicting only 8 casualties. At the end, the German winners against the engineers were coming over to retain the other position and drive back the scattered surviving paras.

    The German attack had only equal odds in point terms. The Americans had 2 rifle platoons defending, each with a zook and an MMG. For the same price, the German attackers had 3 SMG platoons and one supporting HMG-42 team. The Americans are in wooded foxholes, the ground ahead of them scattered trees with patchy clearings, some of them allowing 100-120 meter lines of sight through the "open forest". The 2 MMGs are set up on the interior flanks, and their LOS almost touch in the middle. The American squads are in patches of woods 60-100 meters long and 20-60 meters deep in places, in two platoon strongpoints. The starting German positions are ~200 yards away in their own woods, but they have to leave them to reach the 2 minor objectives in the U.S. woods areas.

    Total men on the two sides is about the same, 94 Americans vs. 90 Germans. No 2:1 point odds, no 5:3 manpower odds, no foxholes for the Germans. They are in 25-30% exposed scattered trees and have to advance, the U.S. are in 10-15% wooded foxholes and can sit tight unless they prefer to do otherwise. The result? 21 German casualties and total German victory in less than 10 minutes, with the battle really decided in 5 or 6. The U.S. lost 79 men hit, 6 ran off the map, 9 broken men stayed to be captured.

    The Germans sent one platoon at each position, with the other in between with the HMG. It then veered toward one of the two targets. 15 causalties were taken wiping out that U.S. position, in about 5 minutes. 13 of these occurred in the "assault" platoon, while the supporting one lost only 2 men. The other platoon, meanwhile, lost 8 men only, KO'ed the MMG on their side, shot a few men in the squads there and suppressed them. They then got one SMG squad into the MMGs wooded foxhole, and from there managed to wipe out the U.S. platoon's HQ, while the rest of the German platoon pinned the squads that could reply. Then the others rushed too. The winners from the other flank came over, but were not needed - they KO'ed a zook team and shot a few times at fleeing broken men.

    How can this happen? Simple, ordinary attacker's tactics coupled with the superior close firepower of the SMGs. The attackers tried to get positions from which they had LOS to 1-2 defenders and the rest of the defenders did not. The mechanism is simple - creep just into LOS but not far into it. Several shooters soon suppress the nearest target, losing a few men in the meantime while fire ascendency is being gained. Once it is, a squad moves in and kills the cowering defender. It then draws fire from the other defender positions, being closer - certainly. But its "mates" come up beside it while it tries to reply, and by then the cover differential has mostly gone away.

    When the SMGs were defending, it was not just the foxholes. It was gaining fire ascendency in the first 2 minutes. The foxholes helped that, by reducing fire taken and thus suppression. But it was just as crucial to pin some of the attackers while the terrain differential was "still" there, right at the begining. Doing so kept the terrain differential, and made fire and movement difficult or impossible for the attackers. Pinned units are poor overwatch and worse chargers. Also, the built in fire discipline of not firing until the attackers are close, works. The SMGs want engagement ranges that bring more attackers into LOS. If rifles try that, they lose on the firepower ratio, what they might pick up on the "hit 'em all" suppression front.

    The overall results are striking. A 2:1 point attack by paras and engineers fails with 85% casualties. A 1:1 point attack by SMGs succeeds with 23% casualties. Undoubtedly, it was good terrain for the SMGs. But that is the type of terrain attackers like to come along regardless of weapon mix - the covered approach, wherever it is. And it is the part of a defensive scheme that infantry has to fufill. You can't easily cover such an open forest area with tanks. Against SMG attackers, you can't cover it easily with infantry either, and you will need minefields or TRP artillery just to even things out.

    Next, on price, rariety and historical considerations have nothing to do with CM unit prices. Those are set exclusively by CM combat effectiveness, as the designers judged it. And incidentally, it was the Germans who had fewer men than equipment for them, as far as infantry-type equipment is concerned (including towed guns). You stated that you don't think half-tracks are overpriced, because they were rare. Actually, the Germans built 22,000 halftracks, most of them in 1943 and 1944. That compares pretty favorably with better tank types. Halftracks were more common than Pz IVs and StuGs combined.

    And yes, the MG armed halftracks are vastly overpriced for their combat power, largely because passenger carrying ability is too expensive. Does anyone think 4 MG halftracks fight as well as 2 Pz IVs or Stugs? They can't take a .50 cal round, or kill a Stuart; they have the same number of MGs but no cannons. The only edge they have is they carry 4 squads rather than 2. Anyone think that is worth 2 heavy AT guns, ~100 rounds 75mm HE, and armor proof against all artillery and small arms, and even light AT weapons from the front? Or does anyone think 3 halftracks with 3 MGs, are worth a motorized Pz Gdr platoon plus an HMG, with 7 MGs all told, one of them heavy, and 40 men? Halftracks should cost about what squads do, so that mounted infantry winds up costing twice what dismounted infantry does - not 3 times as much. ~35 points is the right amount, not 52.

    As for the flamethrowers, the reason they did not shoot has nothing to do with friendlies being too close. They didn't shoot because they were *dead*. From first trigger to last FT crewmember took 10-15 seconds. SMG firepower is pretty well "proof" against slow 2-man teams that need to march into their best range. And "the FTs have to be in front" hardly makes that any easier, does it? They are fire magnets as it is.

    As for the 2" mortar, the shell is less powerful than a grenade, it is pretty innaccurate, and the team only has 20 of the little things, which will last them all of 2-3 minutes. If you count HE as 2x the firepower of infantry weapons, because it ignores the "concealment" portion of cover - and if you ignore the inherent lack of accuracy - you still get the result that one of these things expending its entire ammo load has less firepower than a single shot from a squad at close range. It may be more effective than 2 *rifles* - marginally, and against the right targets. That is about it. I'd happily give them up for 1-2 extra Stens per squad, in the British infantry.

    Incidentally, on the subject of on-map mortars. The 60mm U.S. should come 2 per company but with a maxed out ammo load. The total shells would be the same, but they would be more effective. This was an historical field modification of practices that first developed in Italy. The rest of the mortar men were on ammo detail to go get more. Since as they are now, the ammo does not last long enough, this modification improved supply, made tactical handling easier, and threw just as many shells at the Germans. Personally, I'd like to see the .50 cal in the U.S. company replaced by a jeep-MG too, since it is more useful mounted. But that is a quibble.

  18. To Martin -

    We all have the data, thanks. But infantry is not bought by the squad. If you try to buy Arm. Pz Gdrs to get "even cheaper 2 LMG squads", you get to buy a flock of overpriced SPW-251/1s, too. So you pay 310 points, and get 4 vehicle MGs and 6 squad ones. For less than the same cost, you can buy a VG company. It is just an example of the innaccuracies of single unit comparisons, as opposed to the mixes one can actually buy.

    The Mot. Pz Gdr is a decent second because it is cheap and well equipped. The only other type that is a similar combat-power bargain even with all its attachments, is the Sturmkompanie, assuming you can afford it in the battle you are in. Everything else pays for lots of do-dads besides the fighting infantry, many of them of dubious value or useful, but inflated in price. Flamethrowers manage to be both.

    Notice that in your list, the best numbers at the 40 meter mark are the SMG sqd, and close behind it the Hvy SMG squad. While the best at the 100 meter mark you picked out, are the MG teams, and the Hvy SMG squad. Isn't somebody in this discussion recommending those items, and in particular using the HMGs for ranged fire and the SMGs for close fire?

    The next best items in the list are the Arm. Pz Gdrs, which you can't buy without their overpriced halftracks, the motorized Pz Gdrs, which I have called the second best, the sturmgruppe, which is indeed a good (though large-squad, few-platoon) mix, in a large lump, with only 2x81mm on map mortars somewhat extraneous. The FJ are next, and you don't buy them alone either, but close.

    You also took no account of the "two-fer" nature of price, that is does not just buy more firepower but more targets as well. In the case of the Mot. Pz Gdr and the Sturmgruppe, there is no difference in numbers for the price, so that is not misleading.

    (4 SMG or 3 + 4 Hvy Wpn Team = 3 Mot Pz Gdr, 5 SMG platoon + 4 Hvy Wpn Team = Sturmgruppe, in cost and in number of men all told.)

    With the FJs, it is a serious issue though, since you get fewer men for the same points spent, buying those (2 FJ vs. 3 SMG+Schreck, the later having ~20% more men). If two formations pay the same, get the same firepower, but one has 20% more men, the second is obviously a better buy. Actually, the SMG platoons get 40% more close, 10% less at 100 yards, much less at range. Which side has the edge at 100 yards, for the cost, thus depends on this factor.

    Leaving the entries in your table to your more substantive comments on the earlier thread, I partially agree with the statement, that infantry acts as "body guards" to heavier weapons. I disagree that this mean they "need some range FP" to suppress things. The things they are guarding have the ranged FP, and the ammo to make it effective - HMGs, FOs, tanks, guns. What the infantry needs to be able to do, to act as bodyguards, is keep anything from getting too close to those weapons.

    And I only agree partially, because in my opinion that is only about half of the role of infantry. The other half is to destroy enemies in cover. The heavy weapons can drive defenders from treelines and front upper stories and forward slopes. But most of them cannot hurt anyone who breaks LOS by "skulking" to the backsides of such cover. And those "ranged weapons" that can - the artillery only and the heavier types at that - can suppress and break, but not finish the job alone.

    That is where the second task of infantry comes in. Infantry has to be able to dig enemies out of cover, and to overpower remnants of larger formations trying to rally, and groups pinned by artillery fire. If has to be able to KO guns and teams when the way to them has been cleared by fire from heavier weapons, or when they have been suppressed. And all of these tasks put the premium on point-blank firepower.

    If infantry always had to act as its own "overwatch", the SMG type of infantry would still be effective for defenders, but less so on the attack. How effective for defenders? As bodyguards to teams and guns, and able to "skulk" out of LOS to the rear sides of cover. And still clobber enemies that try to enter that cover, even without catching them in the open for long approach shots.

    It is exactly the presence of heavy weapons, that makes it impractical for infantry to "cover the ground ahead" with long-ranged fire. Long ranged for infantry is ~200 yards. Beyond that is burning ammo. But ranges well beyond that are not at all long for the replying enemy heavy weapons.

    And anywhere you try to fire with a whole platoon to clobber some attacker while he is still distant, you are inviting artillery fire. That is harder to coordinate when the sides are 60 meters apart, because the beaten zone is larger than the space occupied by both sides' men combined.

    Yes, occasionally some particular enemy has to be "burned" to protect the "charges". A bazooka team pops up some distance away, because the platoon is never in exactly the right spot and such teams are looking for "seams". That is what the 2xMG-42 are for. The heavy SMG team can hit such targets, while the rest conserve their ammo. If that looks like it won't be enough and you really need it dead, charge it - it will die alright.

    No, the Hvy SMG squad does not have to overwatch for the other two, as their only fire support. That is what guns and tanks and HMGs are for. The Hvy SMG squad is there to pin things, and dust small teams at range, and to fire right along with the rest at the ~100 yard ranges. In "exchange" for the ammo it burns on these shots, it avoids high ammo use close combat.

    One fellow said "just rush the SMGs, go to close combat, and use grenades and rifle butts" or things to that effect. You are very welcome. Anyone who wants to eat 1000 FP worth of lead moving, sometimes over less than perfect cover, especially entering the kill zone sequentially, will just run the score. Such chargers lose 3 men and hit the dirt 20 yards away, and cower there.

    "Ah, but I will use plenty of suppressing fire to help get them in". How are you going to suppress them without LOS? 1000 FP is waiting at the tree line or behind the slope. The LOS doesn't have to extend out of, or over, it. Artillery is the only weapon that will do it, and that expensive solution works against all infantry. Provided you know where it is, which is harder against the skulkers than against the 2xMG blazers-from-the-woodline types.

    I repeat myself. SMGs are essence of infantry. Everything that sets infantry apart from the other arms, they are like that and more so. The LMG type infantry with its ranged fire and plinking suppression, is "flexible", yes. Because it is being used much like the support weapons around it.

    Are their times when a Sturmkompanie would be better, or terrain open enough to make Mot. Pz Gdr squads a natural, and are FJs powerful in their own right? Sure. But they do not have the same peak potential when handled well. They are "flatter", lower "variance" items, if you like.

    But more to the point of all of my comments on this subject to date, the UK rifles, the US standard rifles in 1944 especially, and the vanilla German squad types, are much worse than all of the above. Because better weapons are underpriced. Including better MG-42s, and better fausts, and better and more SMGs. Which, you will notice, every other one of the above types also exploits, just in different mixes.

  19. On the number of fausts, I find quite consistently that the VG-era ones get 4 or 5 per platoon. And they are -60 or -100s of course. The VGers aren't out yet when they are still only -30s.

    You do not have to buy a schreck for every platoon with German infantry, once the better fausts are out. The fausts are quite capable weapons. The Schreck doesn't hit things beyond about 60 meters in my experience. That is better range, yes, but you get it from a vunerable and slower 2-man team. A squad does not lose its faust when 2 men are hit, it can run without quickly tiring, and it is not a fire magnet.

    Schrecks are still useful, do not get me wrong. If you plan a particular ambush, or wanted to deny a particular area for an extended period of time, the 23 point cost (or 28 vet) can be well worth it. But it is nothing like necessary to protect the infantry from tanks, and to deny Allied armor close passage by your infantry.

    This is in sharp contrast to the Allied infantry types. They need their zook or PIAT per platoon, and sometimes extra zooks (smaller warhead, needs flank shots, etc). For the Germans, the trade is another HMG or 20mm PAK or 81mm on-map, or perhaps 2 AT mines on defense - or a schreck? Nothing forces you to pay for them.

    And the protection a platoon with 4-5 fausts get, is quite as good as that a platoon with a zook gets. The range is lower, but there are more shooters, 2-3, to cover the area. The shooters have less "ammo", but they are more robust when shot at, and 2 men cowering does not make the platoon defenseless. In all, the protection is comparable, and given a choice between them I'd take the fausts without an AT team, over an AT team without fausts.

    On number of men, I meant close enough. The Brit glider and German SMG platoon are apples to apples. The Brits have 1 more man, but 4 in teams and thus 3 fewer infantry shooters. As I mentioned, to get the same FP at 40 or at 100 yards, the Brits would have to KO 5 guys in the SMG platoon.

    The point is, the Brits are not getting some edge in depth or robustness, in return for their lower close-in firepower. They are buying a 2" mortar (of dubious value and with only 20 shells, 2-3 turns worth tops), and getting marginally better FP at medium range, if they fire all their squads. The Germans get better firepower close, better at 100 yards, and 80% as much FP out to 250 yards with 1/3rd the ammo expenditure.

    I really don't see any contest. The basic reason is simple enough. The Germans have more SMGs where the Brits have rifles, and the Brits have men in teams that don't fire small arms, and the Germans have a better MG.

    They just don't have to pay anything to get those things. As you noticed, rifles and SMGs cost the same. If 3-5 FP at 150-250 yards were actually going to do anything, then there might be some point to that, because of the rifle's range.

    But against typical cover, a riflemen in CM can fire 2-4 times his ammo load before he hits anybody, at those ranges and shooting into typical cover. Which he does not have time to do.

    Infantry fire can have an impact at those ranges. But it does so against men in the open for relatively brief periods, and because of the MGs in the squads. Rifle squads have one added tactical ability compared to SMG ones therefore - they can pin men in the open at 150-250 yards more easily. That is about it.

    Most good CM players quickly learned that ammo conservation is quite important. This is especially so on the defense, where every defender has to account for, or break, 1.5 attackers with the same ammo load. What is the proper weapon to pin infantry in the open at 150-250 yards, taking that into account? MG teams. HMGs for the Germans, MMGs or the Vickers style for the others. They have the ammo for it, and at those ranges they have the firepower of squads or better.

    Another fellow said that the motorized Pz Gdrs "are the best". I already gave a detailed comparison that suggests otherwise pretty forcefully. But they are the second best, in my opinion. And the reason is not the MP44, of which there aren't enough anyway. The reason is the whole platoon only costs 124 points and it has 6 MG-42s in it, and those are by far the best squad-level weapons in CM. They shoot at range like 10 rifles or 2 BARs, each.

    The cost is only 4 points about that of a U.S. rifle platoon. And the faust-less U.S. rifle platoon needs its zook, so it costs 10 points more when both have modest AT capability. The U.S. gets more men, the Mot. Pz Gdr gets more firepower. It is a fine flexible infantry type, heavy on the ranged firepower. It doesn't need HMGs as much, so it can move faster on attack than an SMG-HMG blend.

    But you pay for every one of those things, because well handled the SMGs can put out nearly 25% more combat power for the same price "invested". See the "Total fire potential" analysis above. Then count the TFP as 1/2, and the number of men as 1/2, offense and defense. I am not pulling the number out of my hat.

    SMGs should cost more than rifles, by ~1/3 of a point each. Vanilla allied squads should have 2 SMGs each, for the squad leader and his second team leader or corporal. Fausts and other useful special equipment should add slightly to infantry costs, and more later on when the fausts are more capable. Demo charges should actually have large blast, not hand-grenade blast. Flamethrowers should cost about half what they do now.

    In the absence of all of the above, the Allies are in poor shape for infantry. They have fewer choices and the things that are, or aren't cheap, are not cutting their way. In 1945 with the 2 BAR squads, the U.S. is a bit better off, but not enough. The airborne is somewhat better off, but not enough to balance. The British line infantry is poor compared to many German choices, and the German vanilla squads are worse than most special types.

    One man's opinion...

  20. Everybody can split squads. I see no real benefit to having 4 man 1/2 squads instead of 6 man ones. The advantage is simply from better weapons, not from smaller units.

    It is for instance noticable, than any squad with only 1 LMG or BAR is pretty ineffective when split. The largest such will basically need to close to 50-60 yards to hurt anything, and probably to more like grenade range.

    The problem is that most things it closes with will outshoot it. It may help to eliminate AT teams, LMGs, or snipers, but those aren't too hard to eliminate from farther away really. If he is already pinned, fine, but often the whole squad can do the thing just as well in that case.

    Squads with 2 LMG or BAR can benefit more from splitting, in the appropriate situations for it. And sometimes it makes sense to use a special weapon, or cover an area with one (fausts, demo charges, etc).

    But the main reason to split squads is just deception about strength. Normally, the fire and movement aspects of the situation, would be better exploited by a maneuvering *platoon*, not a half-squad. With each platoon obviously meant to be good at sending one squad on some mission while the others overwatch, or what have you.

    My experience is that half-squads to "avoid suppression" has this minor niggling drawback, especially pronouced in covered terrain like woods. Full squads run right over the half squads and kill them to the last man at point blank range for trivial loss. Not much point in "splitting his targets" if that is the result to each.

  21. Everybody can split squads. I see no real benefit to having 4 man 1/2 squads instead of 6 man ones. The advantage is simply from better weapons, not from smaller units.

    It is for instance noticable, than any squad with only 1 LMG or BAR is pretty ineffective when split. The largest such will basically need to close to 50-60 yards to hurt anything, and probably to more like grenade range.

    The problem is that most things it closes with will outshoot it. It may help to eliminate AT teams, LMGs, or snipers, but those aren't too hard to eliminate from farther away really. If he is already pinned, fine, but often the whole squad can do the thing just as well in that case.

    Squads with 2 LMG or BAR can benefit more from splitting, in the appropriate situations for it. And sometimes it makes sense to use a special weapon, or cover an area with one (fausts, demo charges, etc).

    But the main reason to split squads is just deception about strength. Normally, the fire and movement aspects of the situation, would be better exploited by a maneuvering *platoon*, not a half-squad. With each platoon obviously meant to be good at sending one squad on some mission while the others overwatch, or what have you.

    My experience is that half-squads to "avoid suppression" has this minor niggling drawback, especially pronouced in covered terrain like woods. Full squads run right over the half squads and kill them to the last man at point blank range for trivial loss. Not much point in "splitting his targets" if that is the result to each.

  22. Well, the AI is not better than most designers, even at defense set ups. If you haven't played the scenario before as either side, I'd therefore strongly recommend the "stick to default" option. Once you have played it as either side, though, you know the starting set up. If you want to play it again, use "free placement", so that you don't know everything. You will still know the enemy force mix, but at least not exactly where they are.

  23. When was the last time infantry squad fire at 500 yards meant diddly to you in an actual fight? You can blow your entire ammo load at that range, with any squad type you please, at men moving through scattered trees - and you will not do diddly to them. The last range bracket is meaningless. Fire at that range is done by heavy weapons - HMGs, mortars, tanks, guns, and artillery fire.

    You said "nothing beats American rifles at 100 meters". You are joking, right? An M-1 has less firepower at 100 meters than any SMG (7 vs. 9). Close, but less. Rifles do not pass SMGs in firepower until you get beyond 100 yards.

    Do not mistake the effect of paying more for a larger group, with the firepower achieved for the same price. The firepower of an M-1 at 250 yards, meanwhile, is 3. Yes, 3 is higher than 1/2. Neither is a large figure. All the rifles in a full-strength U.S. squad have the firepower of 1 LMG-42 at 250 yards.

    Ranged firepower is produced by MGs. Close range firepower (~100 yards) is produced by all infantry weapons, and point-blank fire is produced in boatloads by SMGs. Rifles are better than SMGs, at ranges where infantry squads are ineffective anyway,if shooting into cover. The only range they are both better and likely to hit anything themselves, is the 125-250 yard "bracket".

    As anyone who has been on a rifle range could have guessed, incidentally. Inside the lower figure you do not have to be accurate to hit, and the key thing is whose head is down, thus total rounds being thrown. Beyond the higher figure you aren't going to hit moving targets regularly anyway.

    And in that range bracket, 175 yards or so, the U.S. 1944 squad musters the same firepower as 2 LMG-42, 75 fp. You can indeed afford to fire at those ranges against troops in the open, trying to cross a field or something. But shooting into average, wood or light building cover you will not seriously harm anyone at such ranges.

    I already mentioned that shooting at that range, is about the only reason to take German squads like the mot. Pz Gdr. Their 2 LMG-42s alone have as much firepower as the U.S. squad, in that range bracket. Beyond that, infantry fire (as opposed to MG teams) is pointless and a waste of ammo.

    As for the Brit gliders, let's look at them indeed. They are another cheap platoon (103 as regulars) with small squads and automatic weapons. The platoon costs 10 points more than the VG-SMG. You get a 2" mortar for those points. The Brits also get a 2-man PIAT, while the VGers get 4-5 fausts. The number of men overall is the same, but the British squads a 1 man less since some are in these teams. The VGers have 47% more firepower at 40 yards, and 19% more firepower at 100 yards. Indeed, you'd have to shoot 5 men in the VG platoon - 1/5th of the men in the "line" squads - to reduce its firepower to the level of the British one, in both range brackets.

    At longer range, 250 yards, the Brits have 3 Bren and 9 Enfield, against 2 MG-42 in the German platoon. That gives the Germans 80% as much firepower, spending only 1/3rd the ammo to get it. The Brits are marginally better at the longer range where less is done, if they spend lots of ammo. The Germans fully balance this with better firepower around 100 yards. And pick up 50% higher firepower at point-blank as a "gimme".

    "Not uber-troops". What they are is cheap. And cheap is good. They are, as I stated at the begining, a kind of essence of infantry. Everything infantry is in relation to other arms and teams, and more so. Yes, they require better handling, than the flexible "how can I screw this up?" Motorized Pz Gdr or Fallschirmjaeger. But they give much more bang for the buck when used correctly.

    Incidentally, another benefit of using MG teams for ranged fire instead of the line squads - or only one of them out of three - is that the enemy doesn't have to see you. Yes, he sees the MG or whatever. But an MG is not quite so good an artillery target as a full infantry platoon. With the "essence of infantry" approach, you can stay hidden until the infantry firepower is truly needed, and when the range is long you can hide the full platoons, and let the MGs (and guns and tanks) cover the open ground areas.

    All of these are good tactics with most infantry types. It is just that the SMG platoons are "built" to do them, and not to do other things. Consider it built in fire discipline...

  24. Pillar asks what can do the same job as an SMG squad. Not much, is my answer - in CM as it stands.

    The people who are *supposed* to get a similar job in the U.S. army, in some respects, are the combat engineers. Their flamethrowers and demo charges are supposed to give them the close in firepower to whack anything, including enemy infantry.

    In CM, the closest approximation on the Allied side are the parachute infantry, with their mix of BAR, 2 SMG, 2 carbine, 5 M-1, and an added 3-man MMG for each squad.

    These troop types cost twice what VG SMG squads cost. 180 for the paras, and 205 for the engineers. The paras have 50 men for that price, though 5 of them are the 60mm mortar crew and not terribly useful as infantry, so call it 45 fighters. The engineers 44.

    That means either type gets 5/3rds the manpower of the VG SMG platoon. However, the point difference is a larger effect than this. The SMGs get 20% more fighters per point spent than the paras, and 41% more than the engineers.

    In firepower, the Paras have more on a platoon-to-platoon basis, but nothing like enough to cover twice the cost. They get about 11% more FP at close range, and 75% more at 100 yards, but if you include the cost/numbers, the situation reverses and the SMGs have 74% more in close and 11% more at 100 yards, per point spent. The engineers are out-shot in close and marginally better at 100 yards on a platoon vs. platoon basis, but swamped 3:1 close and 2:1 at medium range when cost is included.

    But in return, these special infantry types get gammon bombs, demo charges, flamethrower teams for the engineers, a zook and a mortar for the paras. Do these things give more bang than SMGs in close? No, not in practice.

    Here is a simple test. An SMG platoon is dug in in ordinary woods with a "sea" of scattered trees in front of it. The Americans attack with a para platoon on-line, twice the cost. The paras actually outlasted the SMGs, losing 37 men to 23, but retaining 13 rather than 5.

    At the end the paras had a mortar team, 1 immobile MG gunner, 1 zook-man out of ammo, a 2-man HQ, and a 4-man half squad. The Germans had a 2-man HQ and a 3-man half-squad (SMG). Both sides were out of ammo, and one tile of the original German position was on fire from a zook round. Neither was going to do anything further. Basically, an even exchange occurred, platoon for platoon, with 2:1 attacker odds in points spent, and foxholes on the other side.

    Over on another part of the same little field, a platoon of engineers tries the same thing. They KO'ed 8 Germans and were left with a single man at the end, who managed to run faster than his comrades when they broke. Neither flamethrower fired a shot, despite visibility being limited to ~40 yards, within their 45-yard theoretical maximum range.

    No doubt they could have been used better, e.g. area firing at the extreme edge of LOS before having a visible target. What actually happened, though, is 3 squads were "sneaking" close enough for LOS, with the 2 FTs "moving" between them but trailed slightly. When the firefight began, 1 man was hit in an engineer squad, 2 in another which was also pinned - and all 4 FT operators were KO'ed instantly. Within 30 seconds of their last order, and more like the first 10-15 seconds of the engagement.

    Now, 2 FT teams theoretically have up to 12 shots, with 200 blast for each and special morale effects. But they have the staying power of 4 men, and with hazardous cover it seems, targeting like magnets, slow movement, worse range than an MP-40, 6 shots rather than 40 maximum - and they cost 37 points apiece. 2 FTs cost as much as the 3 squads in a VG SMG platoon, the balance of the platoon price being the cost of the HQ.

    Is there anybody who thinks 2 FTs have more combat power in CM today, than the infantry of a VG SMG platoon? I mean, *besides* the people at Battlefront who set the prices. "But the FTs can also hurt vehicles". And the VGs come with 4-5 panzerfaust, and live long enough to fire them if targets get that close, too.

    Incidentally, 1 engineer squad got close enough, with 9 men remaining, to throw 2 demo charges in succession, from a range of about 10 meters, at a SMG half-squad in a wooded foxhole. The target squad was down to 4 men before the charges were thrown. It still had 4 men, but suppressed, when the second charge when off. The engineers reduced it to a single man in close combat and by fire, before the last 3 engineers panicked - in part from the fire of a neighboring German squad that advanced out of cover and got LOS.

    It is to me rather silly that the engineers, with 2 flamethrowers and after managing to set 2 demo charges, and costing 14% more than the paras in part because of it, were shot down almost to a man. While the lone bazooka in the para platoon, set a 20x20 area of forest on fire, getting 2 Germans in the process.

    A 60mm rocket did much more than 2 bags of TNT placed from 10 yards away. And was more likely to smoke the Germans out, than 2 back-packs full of ignitable gasoline. I've noticed in the past, incidentally, that a zook is adequate to take out the typical wooden bunker too. Sorta makes the engineers' heavier weapons rather pointless. And they usually don't work anyway.

    I think whatever benefit troops are getting targeting FTs ought to be toned down. And the price of the things is too high by a factor of 2 - they should have prices around the cost of a bazooka or an MMG. "But they are so much more powerful". Not when they are dead they aren't, and well more than half the time they are dead before they pull a trigger.

    And demo charges should do something to infantry when throw at them, and not hand-grenade "something". More like 100 blast "something", or more. A bag of 5-10 lbs TNT is a very large charge compared to the explosive in common shells, which is e.g. only about 1 lb for a 81mm.

    The right price for a FT is ~18, not 37 points. Then a U.S. engineer platoon with a zook added would cost the same as a para platoon, not 22% more for less combat power. If you are afraid too many people will take too many of them, then restrict them to the engineer and pioneer platoons.

    In the meantime, SMGs still just rock, and no you can't counteract them with engineers, as things stand. Paras are better, but cost twice as much per platoon so you will not "match" them that way either.

  25. Fog helps infantry, hurts artillery, hurts armor, hurts towed guns most of all. In the armor vs. armor war, it helps the Allies.

    A key thing in fog is to lead with the infantry, not the tanks. Have the tanks "charge" targets already identified by the infantry, from a flank if it is an enemy tank. Fire a few times and back up again. Keep infantry AT weapons reasonably far forward but a bit behind the squads. They will keep enemy armor from running through you.

    Leaving armor up in range of enemy infantry to shoot it up, for any length of time, is an invitation to getting picked off from one of your own flanks. If your tanks can see infantry, then an enemy tank is probably on its way.

    Artillery should fire close, or on TRPs for defenders. Another useful artillery tactic in fog is to call the mission just ahead of your own guys, but bug out rapidly (using "withdraw-run" if necessary) the same turn the shells are due.

    As for who it helps more, of course it depends. If the ground is wide open otherwise and the defenders have decent numbers then it helps the attackers. It helps Allies against German tanks, but can also help German infantry against Allied combined arms.

    When defending, deception tactics work better. For example, put some half-squads or LMGs ahead of the main position and run on first contact, to confuse the attacker about your real positions. (This can work well with TRPs too).

    When attacking, pick a place and hit it hard enough to kill anything there, rapidly, but then disperse somewhat so that arty doesn't get you. Concentration of units works better on both sides, and the attacker has more units to do it with. But the defender has TRPs to partially make up for this, and the attacker doesn't.

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