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MPK

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Everything posted by MPK

  1. Thanks Sergei- great stuff, especially the Detailed Composition... Send in the Political Section!
  2. Also, don't forget the obvious fact that formations are hardly ever at their paper strength; and definitely won't be after a few weeks of PBEM... Perhaps it comes down to what people think is a feasible force size for a player, and for a 4 sq km map... Time and again one reads of enormous concentrations of men and vehicles battling in quite small areas...
  3. Just because we can, how many players would be needed, do you think, to handle a Division? I would guess it could be done with about... six???? 1 Divisional Commander 4 Battlegroup Commanders 1 Support commander Personally, I rather like the idea of having to depend on the whims of the Div commander..."I do not reward failure" etc etc... for your share (or more)of Divisional assets... BTW, please post useful links to TOE info if you have them; I am especially interested in Soviet Winter War and early E.Front organisations... pref in english, but any appreciated. Thanks, Matt
  4. "So, for tanks, your core unit is a tank battalion" oops...sorry. If that was the case it's more like 21 x T-34 SMG Coy Recon Plt Motor Inf Coy SU-76 Plt SU-100 Plt SU-152 Plt 2 x 76mm ATG 2 x 45mm ATG and so on... probably a much more workable force to actually battle with on a 2km x 2km map...
  5. So a possible Sov battlegroup might be: 1 x Tank Brigade 65 x T-34/85 1 x SMG Bn 6 x ATR teams 1 x Motor Inf Bn 1 x Armored Recon Coy 1 x SU-76 Coy (7) 1 x SU-100 Coy (7) 1 x SU-152 Coy (7) 2 x Zis-3 76mm ATG battery (8) 1 x 45mm ATG battery (4) with maybe 8 120mm mortar tubes in direct support, and 16 more on call... possible reinforcements might include IS-2's from the Corps' Heavy Tank Regt, and/or BM-13 rocket support, as well as Sturmoviks...success might be rewarded with more Motor Inf, to hold newly taken ground...
  6. Thanks, Steiner14... Did a little looking myself; it's amazing to consider the power of these sizes of formations. SOVIET TANK CORPS LATE 1944 ***HQ*** 195 T-34/85 in 3 Brigades each of 65 tanks 21 IS-2 (Heavy Tank Regt) 21 SU-76 (Light SP Arty Regt) 21 SU-100 (Med SP Arty Regt) 21 SU-152 (Hvy SP Arty Regt) 24 Zis-3 76mm ATG (AT Regt) 12 45mm ATG (AT Bn) 24 120mm hvy mortars (Hvy Mortar Regt) 8 BM-13 Katyusha (Rocket Bn) 3 Motor Inf Bn (Motor Inf Bde) 3 SMG Bn (with Tank Brigades) 1 Pioneer Bn 1 Armored Recon Bn (BA-64, M3 Scout) 1 Signals Bn 18 ATR (in Tank Brigades) 18 37mm AA guns (in AA Regt) plus Service troops... and about 300 trucks & 8 tractors... I'd like to see my Guards Tank Corps vs your Panzer Division (source: Andrew Mollo and Steven Zaloga)
  7. First, just like everyone else, I'd like to say "wow" and "thanks"... Second, I guess it's time to get familiar with Divisions...what they have and what they can do... I have played with 3 Battalions a side in CMBB Ops...but 3 Bns do not a Regiment make... If those out there who have studied the Eastern Front at an operational/strategic level could post some useful info & links, especially divisional TOE's, I'm sure this would be appreciated... At least by me Thanks in anticipation, Matt
  8. Thanks Zalgiris and Phillipe... "I don't know about any others for the Russians though" The Sov 76mm & 85mm AA guns fit this bill...transport class 9...there is no Sov vehicle that can move these anyway...(where is the Stalinetz tractor?) Here's one I just figured out: AP mines in a deep ford...
  9. Thanks, Emar... I was aware of that problem, and for that reason, the Soviet side will have to be human-played only...subject to rules about moving said vehicles... My real concern is that some of these map cheats make make the game unstable... Don't want to spend 300 hrs on something that don't work...
  10. "Who the hell came up with those definitions?" Heh...I knew that would spark controversy... the WRG guys have done a LOT of research... and their troop classification carries the following rider... "...these govern the[tactical]modes that can be used and the reaction of the troops to enemy fire and assault...They are primarily based on combat performance since WW2, reflect selection, training and leadership practice during the period coverd, and do not impute a lack of bravery or intelligence to any nation." "For example,US Army infantry get a lower grade of recruits than other arms, depend excessively on fire support instead of using fire & movement, and lack the morale advantages of a traditional regimental system" -This is from the 1993 edition of these rules... Definitely an enjoyable debate
  11. Just a thought for those wishing to quickly acquaint themselves with 'modern era' warfare... The Wargames Research Group (WRG) publishes two excellent sets of rules for "all-arms land warfare from platoon to battalion level" -one set covers 1925-1950, the second (perhaps updated by now?) covers 1950- 2000. The modern set is used as a training aid by various militaries. Note that both sets use the same game system in every respect...the 1950-2000 set introduces helicopters, ATGM, various types of imaging, specialized munitions etc etc... These rules are very close to the CM 'philosophy'-the emphasis being on c&c and what troops actually do in RL as opposed to theoretical models... I've found them very useful in gaining an understanding of the evolution of weapons systems and tactics... Note that in these rules, troops are classified as INEPT, GREEN, STUBBORN, DASHING, SKILLED, THRUSTING, FANATIC, and IRREGULAR. 'Stubborn troops are adequately trained in a limited range of battle skills, and emphasise obedience to orders and tolerance of losses...they include Soviet tank or motor rifle, US Special Forces and Rangers, Iraqi Republican Guard and SYRIANS...' 'Green troops have basic training not emphas- ising fire & movement and reasonable morale... they are easily pinned by fire...they include US Army Infantry and most Israeli infantry and Iraqi regulars...' 'Skilled troops are tough, well-trained and emphasise the fire in "fire & movement"... they include US Armored Cavalry...' 'Thrusting troops are also well-trained, but emphasise the movement in "fire & movement"... they include US Armor, USMC, Spetznaz and Russian Air Assault..' ( 'Irregulars rely on natural talent instead of formal training and have high but brittle morale...include most mujahadeen, Palestinians, and similar insurgents...' Anyway...worth a look... cheers, matt
  12. Will there be livestock? I wish to scatter goats... I have played both WW2 and Modern eras (using microarmor and sand tables)and I think we're all in for a treat: I also think that modern weapons systems and tactics will be less of a shock to good CM players than some people think... We can look forward to: Helicopters...much more vulnerable than popularly supposed, they can still be very effective if used properly... New infantry types, both squads and teams, some with very powerful weapons... A great variety of artillery- and air- delivered ordnance... Fighting in dust, smoke, or at night, and still being able to see... etc etc etc Looking forward to it... in the meantime we can talk Modern...
  13. Hello all; I'm currently working on a CMBB Op that involves the breaking of the Luga Line. To simulate the Russian strong- points, I've been employing a few time-honoured map cheats. I'm concerned that these may cause problems when playing... Can anyone tell me if these are likely to lead to buggy behavior: *tank inside building *trench inside building *immobile AA gun in building. *pillbox inside building *mines or wire inside building Any advice appreciated, and fortif- cation ideas gratefully accepted... thanks, Matt
  14. I'm as pleased as Punch; With CMBB, I finally got the Eastern Front game that I'd been waiting years for... CM:SF sounds like the Modern Era game I've been waiting years for... I'll be playing both for years to come, I have no doubt... ATGMs! Helos! 12 flavours of MRE!
  15. Thank you very much, no_one... Reading it now...
  16. Anyone knowledgeable in this area? I am currently playing an early-war Op (set in July,'41, the crossing of the Berezina by 18th PD) in which the Night battles are just resupply and repositioning turns-no fighting is allowed. The design notes state that "neither side had yet mastered it [nightfighting]". What do you guys think? I have done some reading on this topic but haven't come to a definite conclusion either way. I am currently working on a large Op inspired by the battles around Novgorod and Staraya Russa (August 1941) and am wondering about the night-fighting settings that would be most realistic. The Germans in this Op project are Panzer troops, and the bulk of the Soviets are Conscripts...is being a Conscript itself a sufficient handicap in night- fighting, or should I bar them from it? Any informed opinions welcomed... Thanks, Matt
  17. It IS a really newb question and we have all asked it in our turn The answer is: the mortars must be under the command of a spotting HQ. The LOS must be from the HQ to the desired target, and the red command line must link the HQ and the mortar/s HQ's with command bonus is what you want, and you can keep your mortars out of sight. I believe that a combat bonus will make the mortars he spots for more accurate...possibly. To clarify: you measure your LOS from the HQ (give him a small firing arc to stop him giving himself away)... when you want to fire, select the mortar/s and, using 'T' you will find that they can only fire at what the HQ has LOS to... enjoy...
  18. "Aircraft are a roving menace in CM,,, " Well put I would add that they just LOVE trucks... ...conceal your armour as best as possible (e.g placing it among trees or buildings)...but leave a truck or two out for bait... (rationalize this by telling yourself that the crew have been replaced by crude dummies...)
  19. In reference to the movie Kelly's Heroes, Dillweed wrote: "You know, that isn't a bad idea for an operation" In fact, somebody out there made such an Op for CMBO...and then, I believe, they remade it for CMAK...it has Oddball & his Shermans, the Tiger at the Bank... Me, I always wanted to do "1941" as an Op, but it takes all kinds...
  20. "You wouldn't need to place every star in the universe individually would you? I mean, couldn't you just use standard graphics images of a cloudless night sky, with the stars in their relative positions, and then rotate this graphic around the in-game sky based on time of year and time of 'day'? With cloudiness randomized? I mean, the stars are not going to be involved in any calculations or in game mechanics. Unless there is a mechanism to make them brighter/fainter at dawn/dusk." Is CM evidence of Intelligent Design?
  21. "I just wish BF.C would announce the first games and release screens so we wouldn't have to discuss this stuff..." me too... but it does the pass the time... I'll come back in a month... After 30 days of naming crickets after prominent Nazis...
  22. 'I have a cat named: "general beauregard!"' My next cat will be named 'Spot'. Felines do not care for contention.
  23. I have an ancestor named "Statesrights Gregory" (an another one named John Wilkes Booth, but that's another story) and I don't recall any- one in my family believing for a second that the American Civil War was about freeing the slaves...Lincoln himself made it clear that the war aim was to preserve and expand the Union (and it's business interests) at all costs, with or without slavery. Those of an idealistic turn of mind may wish to avert their eyes from the reality of what happened to African-Americans after they were 'freed', not to mention the economic colonization of the South that followed the Confederacy's defeat.
  24. "Axolotls and Guinea Pigs are evil pets" JonS, I understand your antipathy towards Mexican Walking Fish...the very concept of the animal itself is risible, and furthermore any organism that can regen- erate limbs and lives on Pizza needs to be closely watched... Guniea Pigs on the other hand really seem to pose little threat except to a sleeping and pants-less Richard Gere...
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