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MPK

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Posts posted by MPK

  1. 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... smile.gif

    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...

  2. 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

  3. "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...

  4. 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...

  5. 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 smile.gif

    (source: Andrew Mollo and

    Steven Zaloga)

  6. 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 smile.gif

    Thanks in anticipation,

    Matt

  7. 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...

  8. 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...

  9. "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 smile.gif

  10. 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

  11. 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...

  12. 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

  13. 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

  14. It IS a really newb question and

    we have all asked it in our turn smile.gif

    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...

  15. "Aircraft are a roving menace in CM,,, "

    Well put smile.gif

    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...)

  16. 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...

  17. "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?

  18. 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.

  19. "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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