MPK
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Posts posted by MPK
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"The fighting squadrons would most likely have a decent to full complement of Fireflies"
Makes sense. The 1-in-20 ratio (assuming this is
accurate) however gives us some insight into
the 4 or 5 Shermans vs 1 Tiger problem- i.e
not enough Fireflys.
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"While the Commonwealth did field the Sherman IIA (76mm) and Firefly (17 pdr), they were in the minority, at least during the Normandy campaign. The standard TO&E for a CW tank platoons was 3 75mm tanks (Sherman or Cromwell) + 1 Firefly".
Standard TO&E apart, several sources
give the actual ratio of Firefly's
(or is that 'Fireflies'?) as being 1 in 20
during the Normandy campaign.
E.g "Caen: Anvil Of Victory" by Alexander
McKee- highly recommended BTW.
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Hail Mighty Cerebromorphs!
I am working on an operation
(say, July 1941)in which tired,
out-of-ammo,broken green Soviet
troops attempt to retreat across
a river and thus escape being
put in the bag by advancing
panzers and armored infantry.
A small screening force of
tankettes, armored cars and
pioneers attempts to delay the
germans, and buy time for the
river crossing.
My thought is that the vast
bulk of the Soviet forces
will be WEAKENED, on LOW ammo
and TIRED in Battle #1 (with
heavy casualties and some support
weapons abandoned). Those
that survive into Battle #2
will still be WEAKENED, but
will have replacements and
ammo, thus there is incentive
to save them (they will fight
better from the riverside
town).
The river runs at right angles
to the axis of advance, and thus
hopefully the 'borders' will be
redrawn between battles in such
a manner as to allow a gradual
retreat to the river....
My questions (to anyone who might
have the time/knowledge):
(a) what should I set No-Man's Land
to?
( would ASSAULT or STATIC be better?
© what makes troops likely to
surrender (in CM, that is)i.e
how do I ensure that it is possible
for the German player to use
his superior mobility to bag
Soviet infantry. I have never
seen a mass surrender in CM,
but maybe I'm just lucky.
(d) if would be great if the
crossing of the river was done
by boat under Stuka attack...
(e) most importantly, has
somebody already done something
similar?
Your thoughts appreciated
Matt
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In the TO&E of the 1941 Russian infantry bn,
aren't the ampulomets grouped into a "Tank
Destroyer Platoon"?
I've had (some) success using them in this
role, but they are also very good at setting
fire to grainfields during the week-long
Dry Season
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Sergei wrote:
If you need the first battle to be fog, then mention it in the briefing as a house rule that the operation needs to be restarted until there is fog.
Yep, like in "Prokhorovka".
What I really want (ha!) is the first battle
to be THICK FOG(dawn) and the second (early morning)to be FOG- thus simulating the gradual
dispersion of mists, and improvement in LOS.
Therein lies the problem.
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Thanks junk2drive, thanks Sergei.
Oh well, back to work on "Plan 1919.cme"
I simply must have fog!
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Sergei,
You beat me to the buzzer.
I will now depart and run
numerous meteorological
simulations until I crack it
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Thinking laterally,
isn't mist or fog a
feature of cold mornings?
So any coldish month
should do...
You have to realise we
don't have mist or fog
in Australia, or any other
kind of inclement weather;
just bright sunshine all
day and all night.
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That surely is beautiful fog,
junk2drive, and Lasi certainly
still has the magical old-world
charm that made it the
skinless sausage capital of
the Balkans during the 1920's.
However, my question was actually:
In setting MONTH and WEATHER
parameters for a CMBB Operation,
which combination gives the
highest probability of FOG?
Does Region (North, Central etc)
make any difference?
Thanks
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Could one of you Mighty Cerebromorphs
possibly tell me what combination
(in CMBB) of Month and Weather
Conditions (i.e Good/Mixed/Bad)
in an Operation's Parameters is
most likely to produce fog?
Thanks,
Matt
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The prospect of gaming modern warfare seems to raise two prominent concerns:
Firstly, that:
" Just one platoon of Federation'Hillbilly'-type MBT's plus a single 'Rattlesnake'attack helo can destroy an entire Brutopian mech division of outdated Slobodonian equipment in 10 minutes!
The game won't be fair!"
To this I say: that's what points systems are for.
The Brutopian side will just buy a 'Scabby Knee' SSM or two (in Direct Support)with 'Pinyata'-type minelet dispenser warheads to deal with the tanks, and also go for the massed lines of peasant militia firing AK's into the air for bringing down the attack choppers.
The other is:
"Because of Tiny Clever Bombs, tanks will die so fast on the battlefield that it won't be any fun"
Well. In spite of the imminent demise of the
tank as forecast in a controlled simulation,
the world's assorted militaries are all investing in AFV as well as new technologies to defeat them.
The next breakthrough might just be the 'Dog Biscuit' Precision Munitions Jammer carried by every infantryman. The gun/armour race continues,
and will no doubt involve the temporary or permanent defeat of one technology versus another.
Anyway, if the Federation is going to employ their 'Charlton Heston'-class remote-controlled Bomblet Delivery Drones, the Rebels could always
place hijackers on board the Federation AWACS and JSTARS planes, and seize control, raining friendly fire bomblets everywhere.
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Heh...I really wasn't being quite as ambitious
as all that...recreating vast swathes of history
and rendering googols of new pixels....
I had in mind combat at battalion-level
and below, and the simple introduction of a
range of new vehicles and a (conceptually, at least)a simple game change that would allow for helicopters to move rather like vehicles, and
for ATGM to act rather like slow moving HEAT rounds that can miss because of dust or
smoke or because a target is only
intermittently visible.
As far as the supposed vast task of recreating
the forces and troop types involved, CMBB is already there, with its different troop classes
(conscript, elite etc) and their corresponding effectiveness, morale, and tactical options.
I'm sure the various forces fielded since WWII
can be slotted in. Since the major powers also supply training to their arms customers, tactics
tend to follow certain prescribed schools (eg
many former Soviet customers have mechanised forces that were trained in Warsaw Pact tactics,
the Iraqi Republican Guard for one)thus, there will be large groupings that different nations
at different times easily fall into.
Vehicles (models/data)could be added gradually,
and remember that with many of these conflicts, there is really not a huge range of equipment
deployed. The major arms exporters- USA,UK,
France, Soviet Union/Russia, and Brazil and China I guess- pretty much supplied everyone with often similar gear. As well, poorer nations tend to hold on to their hardware for a lot longer.
As far as new technology goes, I would treat
it game-wise the same way real armies do:
you add the stuff (night vision, better night vision, thermalimaging, gun stabilisation,
Digital Fire Control,applique armour, reactive armour, ATGM decoys, etc etc etc) to your
vehicles (and sometimes men).It gives them a certain kind of edge, or bonus...it doesn't
change the world.
Just like the Panzer IV SERIES....the latest gun, side skirts,that fancy newfangled zimmeritt....
Note that most nations upgrade their AFVs several times before they introduce a new replacement design, so again, we're looking at longevity
for vehicles, and their constant appearance
in one country's arsenal or anothers.
As far as maps having to be enormous because
the latest generation of tank guns can score first round kills at 3000m (while moving, even....under certain conditions, that is:)) I would think that most terrain doesn't give uninterrupted
LOS to that distance without some maneuvering on the part of the vehicle (rendering it vulnerable to ambush as it does so).
Oh, and attack helos like the Apache are VERY
vulnerable to ground fire, or a simple shoulder launched missile, and use cover & surprise (and countermeasures like flares and IR jamming) to survive.
The reason I gamed mechanised warfare with
1/285th scale miniatures as opposed to on a
hexmap was to recreate a 3D battlefield.
LOS could be adjudicated (ha!) with the aid
of a ruler.Cotton wool made burning tanks look pretty good.But then came Combat Mission,
which not only gives you 3D, but does the
burning tanks real good, does the LOS, does
the morale,and all the other stuff that had
to be done 'by hand' at the wargames table,
leaving the playerfree to plan, counterplan, command and screwup.
CM's emphasis is on realism - on morale and command & control. On that framework can be
hung any kind of modern warfare, since the fundamentals don't change that much, IMHO.
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TacOps is really a different kind of game than CM...as is European Theatre
Really, I think that a modern-era 'extension'
of Combat Mission could be approached via some changes to the game system to allow for helicopters (essentially treated as flying vehicles), ATGM and a more complex air support/
fire support system... the rest could be done as addons perhaps...eg "Armies of the Middle East 1967-73" which would contain vehicle & troop data
as well as graphics and OOB....
(remember I dont have a clue about what goes into game making, I just play 'em)...
I think if it was approached in a gradual and modular fahion, it might not be so daunting...
I mean you could make a Korean War(1950)version
of CM without major drama...(my apologies to anyone who has already done this)
(btw please ignore reply screwup...my shaky hands)
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Originally posted by Capt. Toleran:
I think one reason why at least some of us don't turn to Tac Ops to satisfy our desire for a "modern" CM is that Tac Ops is pretty much a map game. Nice as it is for map excercises and somewhat high-level command simulation, it doesn't give us the visceral feel that CM does.
I like being able to zoom in and actually see my tanks and soldiers firing, hear the tracers whipping over my head depending where my POV is on the map, and admire the nice scenery. Tac Ops will never do that for me, nor was it meant to. It would be really nice if eventually (clearly not in the the next few sequels, as Steve has already stated) the game could be expanded or modded to encompass other historical periods.
For me, CM wasn't just a tac simulation, but an impetus for learning more about a historical period as well. I know far more about WWII and those participating in it than I did 3 years ago. Were CM ever to be expanded to other wars/eras, it would be a great joy to be able to combine the fun gameplaying with the historical learning process that made CM so rewarding.
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Although CMAK is surely a great idea, I would really like to see a game that doesn't stop at 1945.
I would use the example of the Wargames Research Group (WRG) miniatures rules that cover 1925-1950
in one volume and 1950-2000 in the other (1950
being a useful dividing line that marks the introduction of antitank guided missiles and the helicopter).
Of course one could model specific campaigns or wars (Arab-Israeli, Korea, Falklands) but imagine
an open system (like the WRG rules) that allows
for any weapons system available across the era to be available to players (restricted in some way by realistic OOB and of course points cost; again see WRG for elegant, simple solutions), given the massive proliferation of arms after WWII.
This would make for some interesting battles,
as the recent clash of ultramodern US equipment
and 1970's Russian gear showed. Of course
there are massive changes across this post-WWII time period (one example, the role of fixed- and rotarywing air support, would require some close attention) and maybe one game couldn't cover it all, but it's definitely worth a try....
And don't worry...Egypt was still using the Panzer IV in the 1950's...and the T34....vs the Shermans and M3 halftracks of the Israelis...
Looking forward to giving those Apaches the 'Sneak and Popup' command.....
Sherman VS. tiger!!
in Combat Mission: Beyond Overlord
Posted
"That is still 5 Fireflies to 56 75mm gun tanks, and must surely have been the least favourable ratio of the campaign, so I think the "1 in 20" figure is in error as far as the equipment in the fighting line in North West Europe is concerned."
Giving a worst-case ratio of about 1 in 11....
much better
McKee's book is vintage 1964, and perhaps is stronger in its anecdotal content than in exactitude- i.e its got some great stories
(great scenario material).
Thank you, John