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DougPhresh

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Posts posted by DougPhresh

  1. 4 Years with 105mm C3 (Korean Vintage M1 with a barrel 33 calibers long and muzzle brake) in the Reserves, 4 years with the M777 155mm in the Regular Force.

    We used a lot of WW2 era fire control techniques, and could plot most of the missions represented in the game, and many more that aren't! Fire plans would be a nice addition. I know Monty liked elaborate barrage plans.

    I also had the chance to work around some WW2 kit. The 6, 17, and 25-Pounders were all being restored in the Regiment's workshop.

  2. As a gunner myself, I was pretty pleased to see this thread.

    One thing that I think may account for the difficulties some players have with field fortifications is how their trenches and foxholes are sited.

    I understand there are some issues on how trenches are foxholes interact with line of sight, and how they offer sub-par protection, but a key factor is translating the historical principles of field fortification into gameplay. This is an issue I've been dealing with myself, as frankly placing foxholes, trenches and wire is a bit of a pain at the moment.

    One important factor is managing frontage. The width of a sector for the Germans was typically as follows:

    Squad: 30-50m

    Platoon: 200-450m

    Company: 400-1000m

    Battalion: 800-2000m

    By spreading out and positioning entrenchments in depth, vulnerability to fire can be reduced.

    Osprey has Fortification titles that cover German, Russian, and US field fortifications as well as German Defences in Italy specifically. Would it be OK to post some scans to give an overview of what a position would look like? 

    I would love to know how many "units" of Trench, Wire, and Foxhole to buy to represent accurate defenses for a platoon, company and battalion.

  3. Good news everyone!!

    "Our current plan for filling out Fortress Italy is the following. NOTE THAT THIS IS SUBJECT TO CHANGE. Nothing here is laid in stone yet.

    • Gothic Line Module (that won't be the actual name for it) that pushes the timeline to the end of the war. Details on it are already present in the first post. Basically this module pushes the timeline to the end, and rounds out missing Commonwealth and German forces.
    • An Italian Forces Pack that adds a ton of Post-Armistice Italian forces to the Allies and Axis sides. Italian partisans, captured Italian equipment in use by Germans, actual Italian military forces operating under Allied and Axis sides, the works. This would be a pretty big Pack that will completely revolve around the Italians. I'm personally super excited for this pack, it will be a lot of fun to make and play.
    • An Elite Forces Pack that includes such things as Commandos and 1st Special Service Force. This would be a pretty small Pack, and may just get rolled into something else. Details are murky at this point."
  4. Well, even outside of the engine, when you're talking Brigade-Level forces, there are a lot of formations and systems that aren't modeled.

    A Russian brigade has, to wit:

    Signal Battalion
    - HQ
    - 2 x Signal Companies

    Rocket Launcher battalion
    - HQ
    - 3 x MLRS Batteries: 6 x BM21

    Air defence missile battalion
    - HQ
    - 3 x Heavy AD Batteries: 4 x SA-8 or 4 x SA-15 or 2 SA-11

    Air defence missile - artillery battalion
    - HQ
    - 1 x SP AD Gun Battery: 6 x ZSU-23-4 or 2S6
    - 1 x AD Battery: 6 x SA-13
    - 1 x AD Battery: 27 x SA-14

    NBC Defence Company

    Engineer Battalion
    - HQ
    - Engineer sapper company
    - Engineer construction company
    - Engineer technical company
    - Pontoon bridge company

    Maintenance battalion
    - HQ
    - Tracked Vehicle Maintenance Company
    - Tracked Vehicle Maintenance Company
    - Ordnance/Weapons Maintenance Company
    - Electronic Maintenance company
    - Combat Recovery Company

    Supply battalion
    - HQ
    - 3 x Transport Companies
    - Support Company
    Medical company

    They just aren't factored in. Look at engineers for example. They are in the game but they don't do more than blast and clear mines. Their brigade-level functions aren't modeled.

  5. I have some questions about QB points!

    In BS Huge points can buy 2 Battalion Tactical Groups plus artillery and air (20k points? Specifics are eluding me)
    In FI it can buy infantry battalions but not a full German tank battalion
    In RT it seems to be only 8000 points which is a Soviet mech tank battalion or 1 German tank companies

    I'm wondering why there is a disparity.

    Two questions:

    1) Can this be standardized across all titles so a huge battle is X where X is say, a Tank Battalion, Plus Inf Company, Plus Support or whatever is considered appropriate?

    and
    2) Can there at least be enough points in Huge to buy any formation? If there is a large enough map, why not field a German tank battalion?

     

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