MPK
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Posts posted by MPK
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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...
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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
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"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...
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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...
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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)
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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
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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...
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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...
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"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
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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
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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...
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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
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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!
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Thank you very much, no_one...
Reading it now...
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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
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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...
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"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...)
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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...
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"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?
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"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...
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Do cats really NEED email addresses?
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'I have a cat named: "general beauregard!"'
My next cat will be named 'Spot'.
Felines do not care for contention.
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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.
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"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...
Divisional TOE's
in Combat Mission Campaigns
Posted
Thanks Sergei- great stuff,
especially the Detailed
Composition...
Send in the Political Section!