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ratdeath

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  1. Like
    ratdeath reacted to Drifter Man in Some tank duel tests (CMBN)   
    Here are two examples of the complete data. The numbers give the measured probability (in %) of spotting a Pz IVH as a full contact in a single spotting event. Flat ground, grass, clear weather, midday. The first one is for a typical tank, the other one is for an open top tank destroyer. I would say that in both cases the effect of buttoning up (or lack thereof) is consistent at all ranges. For the SU-76M, there is a noticeable penalty to the sides and rear when buttoned up, but not in the ahead direction.
    Left half = opened up, right half = buttoned up
    T-34-85:

     
    SU-76M:

    T-34-76 (M1942 Late) - special for @chuckdyke

     
  2. Like
    ratdeath reacted to Drifter Man in Some tank duel tests (CMBN)   
    This is what the test setup looks like:

  3. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Fiftieth Minute
    Objective ROT
    The bombardment continues. I make a stupid mistake and try to move some teams up without having established fire superiority and I lose 3 men, 1 KIA and 1 WIA in different fireteams. The DP gunner spotted last turn took the first two out, not sure who got the third. I've not heard a peep from Sgt Plucky so I assume he's been knocked out of the fight.


    One of the casualties was a MG gunner so I will try and recover the weapon.
    The panzers are inching closer and now in range of the forces in the town and start taking small arms fire but nothing bigger than that so far. I would expect there to be 45mm guns defending the objective, he may have them keyholed further back so I still need to be quite cautious.
    My advancing infantry do get a spot on another squad in the building next to the one spotted last turn. One of the Panthers also has the spot.

    The SPWs got in on the action this turn, plenty of fire going into the objective now.
    NAI5 and KG RECHTS
    Nothing to report, the infantry continue to advance and no further contact.
    SITMAP

    1 Kompanie are almost at their jumping off point. I think I'll give it another minute or two of suppressive fire and then they can close on the objective. I'll share my plans of how to do that in the next update.
    On the left I noticed that the trees at NAI5 are actually on a slight reverse slope and I can only see into it from the left side of the road so I'll be moving my scouts over onto a small rise so they can put some fire in there and see who shoots back.
    The new contact in the objective has been added:

    MMM
  4. Like
    ratdeath got a reaction from Bil Hardenberger in Which Combat Mission do you think has the most fun gameplay and why?   
    The one Bil Hardenberger does an AAR/DAR for on the forums
    His AAR/DAR's are always a true inspiration for how to play CM.
    There are also others that do great AAR/DAR's!
    CMCW is my favorite CM! Why? Cold War!
  5. Like
    ratdeath reacted to danfrodo in Professional.   
    I don't think that's a fantasy.  All we need is NATO & winter stuff, then pretend we're in Norway.  I don't see Steve saying we will NEVER have NATO CMCW.  I hope you're right.  We should start a thread endlessly complaining about lack of Norway module , to which I would happily contribute.
  6. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    A reminder of how I think he will have set out his defences, seems I was right about the AT team in the building over the river, that's where Sgt Plucky is conducting a one-man war.

    MMM
  7. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Forty-Third Minute
    Objective ROT
    The scouts return fire and it doesn't take long to supress the AT rifleman.

    The other half of the squad run over the road to get a better view.

    They engage and take him out with a burst of MG fire. The range is about 300m.


    Meanwhile the weapons zug (2 x MG sections) and the rest of 2nd zug push over the bridge.

    The first Panther arrives to link up with the Tigers.

    Meanwhile 1st Kompanie push along the road overwatched by the SPWs.

    KG RECHTS
    All's quiet on the right. The probing continues and I bring some SPWs up to try and make a bit of noise. I now suspect he has an OP in the farm buildings ahead as it would make sense given he needs someone with LOS to call in the mortar fire on the woods. Given the limited visibility this is the obvious place. It will be getting a burst of fire soon.

    SITMAP

    2nd and 4th zugs from 2 Ko. are pushing over the bridge and advancing towards the objective. They are still well out of range of the town itself.
    The Tigers are going to move over next turn, I would move the SPWs first but given I suspect he may have ATGs in the area, or even T34s, I will be sending the big boys first.
    1st zug/2 Ko. are nearly at KT7, they will be passing straight on through and investigating NAI5 which has the added bonus of providing a bit of flank security.
    1st Ko. continue to advance.
    MMM
  8. Like
    ratdeath reacted to MikeyD in Steel Beasts vs Combat Mission t-72 visibility test   
    There was an unusual spotting bug discovered with Tiger I some years ago. The tank commander had bad forward spotting ability. It was found that the (invisible) tank commander was sitting sideways in his seat and the vision block wasn't in front of him. That was our first indication that there's more going on 'under the hood' with situational awareness than we imagined there was in the game. I recall spotting targets with the good-old T34-76 where the commander also acts as gunner. Commander up in cupola spots a target, slips down to his gunner seat and loses the target, pops back up and spots the target again, back down to the gunner's seat and loses it again. The 3 foot(?) height difference between commander's and gunner's station was the difference between seeing and not seeing the target.
  9. Like
    ratdeath reacted to Bil Hardenberger in Steel Beasts vs Combat Mission t-72 visibility test   
    Wanted to jump in real quick... 
    There is a lot going on in a combat formation, spotting is only one aspect and one of the many things they juggle at the same time.  The way a real world formation works is they spot for activity in a sector or general area, each part of a formation having a different assigned sector, then as potential areas of interest start to pop up (in CM terms FOW icons) these formations can conduct a detailed focused search of those areas to determine what, if anything is actually there.  This takes time.  Just like it often does in CM.
    It is rarely fast, unless the enemy units are moving or firing... then units get identified very fast indeed.  Works the same in CM by the way.
    I truly believe that CM has spotting about right.. not perfect and there are always odd situations... but its close enough to be a very good representation of small scale combat, in my opinion.
    As for Steel Beasts.. I have played it many times though I sold my license several few years ago.  I also preferred to play it as a wargame, but I had a lot of frustrations doing so that I would prefer not to get into on this forum.  Suffice it to say that SB is a wonderful game that has a lot of wow moments, but it has a much different focus than CM.  They are not really comparable, other than the fact that they represent combat in 3D... the approaches are miles apart.  I would be curious to know how detailed the SB spotting system actually is.. but to be honest, the fact that many say they prefer it, and that spotting is easier in SB than CM tells me that it is probably more abstract than you might think it is.  In my experience if some aspect in a simulation is easy and works as expected, that simulation is probably flawed in some way.
    Bil - Co-designer/creator of CMCW
  10. Upvote
    ratdeath got a reaction from BeondTheGrave in Steel Beasts vs Combat Mission t-72 visibility test   
    I did some quick tests on a shooting range map 2400 m, day, clear weather, damp ground.
    1st Round
    T-72A (1980) vs M60A1 Rise Passive - Company vs Company - ( 4 -T72 Lost vs 13 M60 Lost )
    2nd Round
    T-72A (1980) vs M60A1 Rise Passive - Company vs Company - ( 1 T-72 Lost vs 13 M60 Lost )
    3rd Round
    T-72 vs M60A1 - Company vs Company - ( 11 T-72 Lost vs 7 M60 Lost )
    4th Round
    T-72 vs M60A1 - Company vs Company - ( 13 T-72 Lost vs 7 M60 Lost )
    5th Round
    T-64B vs M60A1 - Company vs Company ( 2 T-64 Lost vs 15 M60 Lost )
    From my limited testing both sides spotted quickly within 5-10 seconds. Shots were fired almost at the same time, sometimes in favor of the soviet side. Seems like both sides give and take. These tests are very crude I guess but in a tank duel it feels like both sides have their own super tanks depending on what they goes up against.
  11. Like
    ratdeath reacted to The_Capt in Steel Beasts vs Combat Mission t-72 visibility test   
    As soon as we are able…working on it right now.  
  12. Upvote
    ratdeath got a reaction from The_Capt in Steel Beasts vs Combat Mission t-72 visibility test   
    I did some quick tests on a shooting range map 2400 m, day, clear weather, damp ground.
    1st Round
    T-72A (1980) vs M60A1 Rise Passive - Company vs Company - ( 4 -T72 Lost vs 13 M60 Lost )
    2nd Round
    T-72A (1980) vs M60A1 Rise Passive - Company vs Company - ( 1 T-72 Lost vs 13 M60 Lost )
    3rd Round
    T-72 vs M60A1 - Company vs Company - ( 11 T-72 Lost vs 7 M60 Lost )
    4th Round
    T-72 vs M60A1 - Company vs Company - ( 13 T-72 Lost vs 7 M60 Lost )
    5th Round
    T-64B vs M60A1 - Company vs Company ( 2 T-64 Lost vs 15 M60 Lost )
    From my limited testing both sides spotted quickly within 5-10 seconds. Shots were fired almost at the same time, sometimes in favor of the soviet side. Seems like both sides give and take. These tests are very crude I guess but in a tank duel it feels like both sides have their own super tanks depending on what they goes up against.
  13. Like
    ratdeath reacted to Freyberg in The incredible richness of the CM games   
    I know I post pointless things like this too often, but I just can't get over the incredible wealth of fun I get out of the Combat Mission games.
    I've been playing Commonwealth and minor Allies in CMFI so long - with huge enjoyment - that now I've started a few QBs with US forces they seem brand new. Meanwhile, I carved off a few slices of the gorgeous CMFR master maps, quickly threw together some QB maps and started playing them - late '44, early '45 - which are a terrific challenge and hugely enjoyable. The AI does such a good job with a good map that you can put together your own fun QB map on your own chosen terrain with relative ease, without any idea of how the battle will unfold.
    And I'm still scratching the surface of CMCW, which offers a whole new unfamiliar world of units, vehicles and capabilities which are engrossing and offer a whole new historical learning curve. Plus of course I still dip into the other titles (I've still to properly explore CMBS and CMFB - and after all these years with different versions, I still love the extended versions of CMSF and CMBN).
    Through all kinds of ups and downs in life, Combat Mission has been my 'happy place' for nearly 20 years!! 20 years FFS!! That's beyond unique for a computer game.
    Sorry - I'm a bit drunk, but I just had to say wax rhapsodic...
  14. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Seventeenth and Eighteenth Minutes
    KG LINKS
    The dismounts start to cross the field leading to the trees and buildings in the distance. They're using successive bounding overwatch to move across the field with the HTs as a base of support fire on the road.

    One HT moves onto the highway to take up an overwatch position.


    A view from above. 2nd squad is hugging the fence and advancing through the trees, 1st squad is much more exposed and I'm expecting them to draw some fire first. Once they get about half way up this field though they'll be in defilade from the buildings.

    KG ZENTRUM
    The probe continues toward NAI3, scouts out front.

    KONTACT! As expected he has at least one unit on the hill at NAI3. It's an AT rifle team, which makes me more certain that that's what fired at them on the northern approach a few minutes ago before withdrawing. Looks like Grunt is using them as a piquet line, which makes sense given he'll be expecting my force to be mechanized. I can't get too close to these things with my Hanomags as they can do some damage even at a distance.

    The situation from above. The scout team will now stop and see if they can identify any other units on the hill, they don't appear to have been spotted by the AT rifle team. The squads will wheel around to the trees on the right and try and advance a bit to see if they can spot any other units.
    The mortar fire continues to fall, but not near my troops. It's definitely an area fire mission.

    KG RECHTS
    The dead and wounded are still being tended to so the scout team pushes on through the woods to get to the South side and get eyes on the farm to the West.

    I'm bringing two HTs up to the edge of the treeline to cover the open ground to the left...

    when this appears in the distance. As 2nd squad/A team tend to their dead comrade another AT rile team comes walking out of the trees and they get the spot.

    They lose contact briefly and then re-acquire (they were HUNTing this time) and send some lead his way.

    The situation from above. The AT riflemen moving forward is interesting. He must know I've got at least one HT and probably a platoon of infantry given how much fire his sniper took so unless he thought he had a covered route to try and get a sneaky shot at one of my HTs I'm not sure why he'd move them through such an open area. Perhaps he just wanted to get eyes on now his sniper is dead. At turns end one of the HTs I was moving up gets the spot too and is aiming. I'll make sure his frontal armour is facing in that direction.

    SITMAP

    MMM
  15. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Sixteenth Minute
    KG LINKS
    The probing continues. The StuG is brought across into a fire support position, next turn I will start moving my infantry forward again.

    KG ZENTRUM
    They continue to reposition to get eyes on NAI3. Another mortar lands, this time on the other edge of the scrub. A light or harassing area fire is my guess.

    KG RECHTS
    We quickly get a spot on the contact, it's a Soviet sniper. He gets another shots off and wounds a man from 1st squad/B team. I forgot to tell these guys to stop, my fault.

    The sniper is soon spotted by other units as the 251/17 area fires and he's quickly suppressed.


    He's taken out by the other MG gunner in 2nd squad. They will now stop and tend to their dead comrade and hopefully recover the other MG42.

    That was expensive, 1 KIA and 1 WIA for 1 sniper. There are no further contacts this turn so this must have been an OP. I'll let the troops tend to the wounded then I'll get them all into the treeline as some of them are still quite exposed.
    SITMAP

    1st Kompanie and the Tigers continue to chill (literally) back in the setup zone. Hans dropped a cigarette and burnt a hole in his trousers but mostly there's just a lot of grumbling.

    MMM
  16. Like
    ratdeath got a reaction from nathangun in I have a CD Rom copy of CMBN, can I download the game files and use the CD Key I got in the box?   
    I think you should be able to use the CD key. I have CMBN, CMFI and CMRT CD versions but I never even unpacked the CD so it should work just fine with the downloaded installer.
    Yes, you can also install it on your laptop, I do the same. You should be able to have at least 2 active installations before it complains.
  17. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Fourteenth and Fifteenth Minutes
    Minute fourteen was quite quiet, everyone was advancing or repositioning in minute fifteen things started to hot up.
    KG LINKS
    The HTs start to move across the bridge overwatched by the 251/17 and the StuG.

    The infantry are at the crossroads. There's a lot of open space on the approaches to NAI1.

    KG ZENTRUM
    The infantry and vehicles pull back and reposition.

    As they do so something goes bang behind them. It looks like a mortar shell so I was right to reposition. Now this cannot be a called in mortar as the Soviets take about a week and a half to organise such things so either it's an on-map mortar team firing direct, in which case it's a terrible shot, or it's pre-planned. This happened right near the end of the fifteenth minutes so I'm guessing Grunt has called a pre-planned area fire with a delay of 15 minutes. Will see what transpires over the next few minutes.

    KG RECHTS
    The rest of the infantry have caught up with the scouts so they start to push ahead a bit.

    B team from 1st squad approach the treeline at NAI4.

    Suddenly a crack rings out. A MG gunner (why is it always the MG gunner!) from 2nd squad that is moving up is killed outright. My first casualty.

    B team get the spot in the trees off to the right.

    This is confusing for a number of reasons. How did the scouts get so far without getting shot? Why did this OP shoot? If they have the spot then a small covered arc would allow them to gather intel without giving themselves away and given the conditions I don't think I would have seen them until I stumbled upon them. They may have just moved up from other positions, or perhaps this is one of many teams he has in the treeline (although I doubt it). Interesting.
    Nevertheless the 251/17 is going to plaster the area with fire next turn and all the infantry are going to drop and see if they can spot them and return fire.
    SITMAP

    MMM
  18. Like
    ratdeath reacted to The_Capt in Cold War scenario design   
    Hmm, well I do recognize that the openings of the Soviets is probably one of the biggest issues we have with the campaign, this statement is not entirely true in RL and definitely not true in context of the campaign.
    So off the bat we were aiming for realistic portrayal of how things would look and feel should the Soviets and US had dropped gloves in 1982.  So to do that we took doctrine and then some contextual professional military judgement, mixed them together to try and give the closest we think we could get to this "what if" war.
    So doctrine:   https://irp.fas.org/doddir/army/fm100-2-1.pdf  (among others)
    Here doctrine for a Soviet MRR on the advance/attack (which is very much what is happening here).  There doctrine states that an MRR will have "5-10km" between the CRP and FSE. 
     
    So a 10km gap would probably give a 20min window (assuming a 30km/hr push) for the CRP to bang around and try a more nuanced approach [aside, the CRP normally does not have any arty/FOs but I was in a generous mood].  OR half that if the distance is 5km = 10 mins.  But contextual factors of LOS and speed play a key factor here. 
    Speed is easy.  We have the Soviet opening of a surprise attack against 11 ACR (probably the best US unit on this front), who have owned this ground for a generation by this point, so speed is essential.  The speed-pressure, normally high in the Soviet military, would be more intense given the requirement to attempt to dislocate 11 ACR. In short no way that the MRB Bn CO is going to go slow and cautious here.
    Distance.  Ok, so Soviets didn't like radios for a lot of reasons so they relied a lot on LOS (flags etc).  So now we need to look at the terrain with a bit wider lens:
     
    So that is Manbach on the left, that lump of trees is where your CRP starts.  That line is 5km back along the likely route of advance for the FSE.  As you can see it is already stretching LOS, 10km is out of the question, they would totally be out of contact with the CRP.
    So we have situation where we are at the opening of a risky "all or nothing" attack as the Soviets come crashing over the border.  A lot of pressure to move fast and furious before the 11th ACR (or god help them the the 3rd Armd) could get into their very well prepared positions.  Add to this terrain that really did not support stretching out too far and we have the conditions for a "door-crasher" situation.  
    So in that context the Soviet player does not "by rights" have the luxury of time with respect to a more deliberate recon effort, in reality the MRB "is" the Recon effort.
    So is it fair?...probably not.  Is it realistic...absolutely.  Is it fun?  Well a matter of taste really and I am going to have to leave that to you all to decide.
  19. Like
    ratdeath got a reaction from Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    Great DAR!
    Cave trolls be scary weapons!
  20. Like
    ratdeath reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    There are. Still when the briefing says he has no armour I was expecting that to be a fib but the surprise is ruined now. I quite like those “Oh c**p, they’ve got a <insert scary weapon>!” moments. 
    MMM
  21. Like
    ratdeath reacted to Probus in Struggling with the community   
    I (53 Retired) like to play Combat Mission with my youngest (20).  He has run rings around me in RTS mode.  Including the first time he played.  He is great at RTS games and I have never been because I play Combat Mission like a Chess game (which i've been playing since I was a 5 yr old) on steroids, being a wargamer since the 5th grade.
    When we switched to a middlin' battle in PBEM.  He got overwhelmed with the complexity of micromanagement of each of his units.  We got about 3 or 4 turns in and never finished that game.  He just hated the playstyle.  Had we switched the game to RTS, he would have wiped the map with me, with not a touch of being overwhelmed.
    So since I've grown up playing turn based games (until High School), PBEM comes naturally to me.  Since he's grown up with computer games of one sort or another (since he was 2), he is a natural at the RTS style of gameplay.
    Let me take it one step further, I haven't been beaten in Chess since I was a Freshman in college.  If you were to sit me down and make me play a game of speed chess, you'd prolly beat me the first time and almost every time thereafter.  In my opinion its a different game completely.  I play chess about 5 turns ahead of the current move.  You just can't do that in speed chess.
    Lastly, like @Ultradave PBEM fits my play style perfect.  I just retired in November after a 30 year career as an Air Force Civilian and internet business owner.  Since I had to medically retire due to an injury, my PBEM style is sporadic right now.  I had no trouble playing 13 simultaneous PBEM games when I was stuck in a hotel for a month at the Mayo Clinic. 🤕 Now I'm home, I have trouble keeping up with 4 or 5.  So 1 turn a day is good right now. 
    Believe it or not, I have one cherished PBEM game that I've been playing for almost a year now. 😮 And it's a real nail biter.  Something that is probably inconceivable to some of our younger friends.
    Battlefront is a very conservative company.  I started out playing their games in 2000.  Bought the first 2 and then didn't rediscover the company until last year by accident.  Been playing their games ever since (with just a little bit of Kerbal Space Program thrown in, to scratch an itch 😉).
  22. Like
    ratdeath got a reaction from IHC70 in Cold War Module speculation...   
    Most likely happy with any theater/force combination set in the cold war era.
    But my first choice for a module would be:
    CM: Scandinavia
    Wintermaps!
    Hypothetical scenarios between Swedish forces and Soviet or US/NATO.
    And much more!
     
  23. Like
    ratdeath reacted to THH149 in [Music] Setting the mood   
    Even more so ....
     
  24. Like
    ratdeath reacted to DownSized in Struggling with the community   
    Thank you all for alot of positive feedback, it seems needy of me but sometimes you need a pick me up, engaging with new communities has always been difficult for me anyway.
    It's been a while since I looked back here but now I have taken the time tor ead everyones response fully. There are some very good points about community interaction in general.
    Also I'm very pleased to have recieved a number of messages asking me for games which is going to be awesome so I will be replying to those.
  25. Like
    ratdeath reacted to chuckdyke in Struggling with the community   
    Here I sit in front of my screen playing CM huge scenario it is 8 am and hopefully finish it at 8pm. Age 71 living of my pension. Young people are welcome to drop in and play against me.
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