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Shaka of Carthage

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Posts posted by Shaka of Carthage

  1. While this isn't really what you were asking for, you can get some variety in the AI by changing the starting forces for the French. Give them the units you were talking about for "option 2", and while the AI won't do exactly as you ask, it will act differently than the normal AI.

    But to really get that challenge, you need a human opponent.

  2. It's alot cheaper to produce a Tank Destroyer than it is a Tank. Towed anti-tank weapon is even cheaper.

    You went for a gun big enough to hurt a tank, but usually put it on whatever chassis you had the most of. Most of the tank destroyers were the chassis of obsolete tanks with turrets removed.

    Except for the US, which produced a dedicated tank destroyer from the ground up.

  3. SeaMonkey

    Would/could artillery doctrine be an additional research step?
    Summary

    US/UK method could bring more artillery to bear when on the move than anyone else. There should be something to reflect that advantage. I think it should be in the US/UK Corp/Army being the only one with the ability to move and fight.

    Detail

    Doctrine differences are very little when it comes to a prepared offense or prepared defense. Division, Corp and Army level artillery units had enough time to pre-plot artillery missions. Effect was no different then what occurred in WWI.

    On-Call Artillery

    Once the situation became mobile, now have big differences in doctrine. Artillery was either in direct support of a unit or in general support (had to ask permission for its use, which added 3 minutes for each higher formation). Typically took about 10 to 12 minutes for first round to arrive, with 3 to 5 minutes between each spotting round. Massed fire (ie artillery units within range) was possible but difficult since everyones maps were not calibrated.

    Intially everyone used artillery to destroy point targets. Would correct there rounds before firing for effect.

    British changed doctrine in '42. Adopted gridded map system which allowed first round to arrive in 2 to 3 minutes, but it wasn't as accurate. So they didn't bother with correcting rounds and instead went for suppression, not destruction. When artillery landed, it all landed at one time. Wasted more rounds than the above, so the British relied on thier FO's to select priority targets. Could mass fire from different artillery units easily since everyone had the same map.

    US took the British system one step further. Kept the speed of the British, while restoring the accuracy. Artillery could now either destroy or suppress a target. Could also perform mass fire and have all the rounds land at the same time (called Time on Target). And any platoon sized unit could call in artillery support, without having a Forward Observer.

    Russia, after the losses in '41, took anyone who was smart enough to act as a FO and put them in Artillery Divisions (or sent them to build airplanes). Used mortars and assault guns in place of artillery in the infantry divisions. You in effect had short range, inaccurate "artillery" support. Within the scale of SC though, we can't represent this.

  4. SeaMonkey

    ...because we are the recipients of hindsight the accuracy and realism we all nurture is actually a fleeting impossibility in the context of SC.
    The only thing our hindsight does is prevent us from making the same mistakes. Realism does not mean that we have to repeat the same steps. But it does mean that the conditions that caused those original decisions should be the same.
  5. SeaWolf_48

    Don't mean to belabor the point, but there are a couple of misconceptions you mentioned that I would like to clear up.

    Germans, Italians and Russians are the only one's who understood combined arms. US and British could never get the proper coordination or the correct doctrine.

    Number of tanks is not important. Ever wonder why Rommel with so few tanks could achieve breakthroughs? US Armored divisions had too many tanks in them, but to the US, tanks were metal horses (ie cavalry). US never got it right in WWII. Didn't learn until after Israel taught them.

    Tankers were correct about being in a safe place. Most tank losses were not because the tank was destroyed, rather it was disabled. Crew was still alive. Thats why so much confusion when people talk about how air "kills" a tank. Usually it has done nothing more than disable a track. Tank will be back in action the next day.

  6. This is my response to the realism, accuracy question.

    That answer depends on why you are playing a wargame. In my case, I play wargames because I want to experience history. And just as important, I want to experience the "what if" possibilities. Kinda like an interactive book with multiple endings.

    The essence of a historical wargame is to provide that historical event within pre-defined limits. A great historical wargame will offer different variety in how the event is presented.

    Stay within the limits of the historical event and you've got realism. Properly represent the forces, terrain and situations and you've got accuracy.

    And there lies the reason for so much debate. The interpetation of the events and facts. Combat specifically and war in general has a huge number of variables. This gives us variety in the number of games covering the same subject. But it also leads to the trap of believing that complexity equals accuracy.

  7. Examples of Inf Div stopping Armor Div?

    Specific examples will have to wait, since I don't have access to my sources at work.

    WWII

    Won't find much before '41, since the Inf Div's really didn't have enough anti-tank weapons.

    France '40 there was a French Inf Div that stopped a German Panzer Div.

    North Africa... Axis stopped the British Armored attacks couple of times. Believe it was done with the Italian infantry supported by German anti-tank units (88's). German armor units being reserved for the counter-attack.

    Again in North Africa, when US invaded, US Inf units stopped German Armored units with towed and self-propelled anti-tank weapons, including the tank destroyers.

    Hmmmm.... maybe we have a disconnect on what is considered a anti-tank weapon?

    Lots of examples with German Inf divisions stopping Russian armored attacks. I'll have to find the specific examples.

    Then you come to the '44 timeframe. US Inf Divisions stopped German armor divisions quite a few times.

    Post WWII

    Egyptian Inf (with Saggers) stopping Israeli armored attacks. Think that was the 70's.

  8. Jeff Sutro

    I wanted to ask you about the formula for strength point loses that is given in the manual. It does not seem to have any randomizer ("dice roll") in it. Since there is obviously some element of chance in the loses that units take during combat there is either something missing in the published formula, or else I am just not understanding the formula correctly (probably the later). If you are able to clarify this for me, I would be most grateful.
    KDG was the one who replied that he had the formulas in an excel spreadsheet.

    Either arby or KDG would be better at answering your question than myself.

    Bill Macon

    Not having to read the manual was one of the beauties of SC. And since I played the demo first, by the time the game arrived, I didn't bother with it.

    Glad to hear you are still plodding away. Sure quite a few of us are looking forward to your results.

  9. SeaMonkey

    Shaka, how about "rate of firing" and time for in-battery deployment (mobility). Would/could artillery doctrine be an additional research step?

    By rate of fire, I assume you mean the number of rounds that could be fired within a certain time frame. That was more of a logistical constraint than anything else.

    In-battery deployment... You had horse drawn, towed and self-propelled. Rate of movement for each is different, but the biggest effect was the different types of terrain they could operate on.

    British and the US could setup quickly, since all they had to do was setup equipment, connect communication links and lay up some ammo. Even if they were SP, still took min of 30 minutes, since most of the time was spent triangulating your position.

    Germans and Soviets took more time, around an hour, not so much because of the transport method, but because they had to lay down telephone wires (just like WWI) and more importantly perform survey's (guy holding a pole and another guy looking at him thru that thing on the tripod) to establish firing points (the method they used since the maps were not gridded like the US/British).

    Here is a link that has a brief overview of Artillery, with a brief touch upon national doctrine. Well worth the read (about 15 minutes).

    WWII Artillery Overview

    Your comment about the doctrine and setup time got me to thinking about the ability to perform on-call fire and how it would relate to moving and attacking. In a few days, I'll have something to say about that.

    [ April 09, 2003, 10:22 PM: Message edited by: Shaka of Carthage ]

  10. SeaWolf_48

    Infantry can stop Tanks, if they have adequate anti-tank weapons. True in WWII, just like it is true today. What Infantry alone cannot stop is a properly conducted combined arms attack.

    While it's true that armor in 'Nam was very effective, the terrain precluded it being widely used.

    VC and NVA were formidable fighters and deserve a better term than the one you used for them.

  11. However, I challenge all of you to cogently state how this game could be made realistic, without in fact, describing an entirely new and different game. This game is not a patch away from being a simulation.

    I'll accept that challenge. It may take me a few weeks to give you that answer, since there are a few other things I still need to work out. If I win, what sort of "boobee" prize do I get? smile.gif

    Bear in mind though, that the SC "simulation", is not an effort to replicate War in Russia, War in Europe (board and computer) and others like them. They are operational level. You can count the WWII strategical games without taking your shoes off.

  12. scrapking

    I understand what you are saying, and yes, SC is a game. Not sure if I would go as far as the "glorified game of checkers" comment though.

    In my case, I feel that having an understanding of the details that make up what SC is trying to represent, is necessary to achieve the proper effect, especially when you start making suggestions on how to "improve" or "fix" the game.

    Yes, its a fun, basically balanced game with its generic units and MPPs. But once you enter into a wargame genre, you are going to get some of us on the fringes who want realism as well.

    [ April 09, 2003, 04:34 AM: Message edited by: Shaka of Carthage ]

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