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BTR

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Posts posted by BTR

  1. 1 hour ago, HerrTom said:

    Correct me if I'm wrong but wasn't another major reason that Drozd was dropped was its hazard to nearby fleshy infantry? Compared to Kontakt it would be very lethal. Since tanks in Afghanistan operated  very closely with infantry when not used as bunkers  one can imagine  that being troublesome!

    Can't be that major of a reason since the return to this type of array in comparable calibers and launcher array installation happened not once but thrice with Drozd-2, Liven and Afghanit. 

  2. Simplicity and doctrine are one side of the story. Weight and volume are another. The original gearbox design hovered around 38t tank that had to be the smallest possible while still being more armored than previous generations so space and armored volume was very tight. I bet you if they could have 8F/8R gearboxes in the 60s on the cheap and in the dimensions they wanted they would have put them in ;). I feel we are digressing from the original intent of this thread so I'll stop here. 

  3. I don't know how things are on the Ukrainian twin 30mm installation, but our twin 30 is one gun HE and one gun AP. Both guns are fed from a separate ammo bin. So in effect it would still be one 30mm gun per target type. Not that impressive. 

    Also that "new generation" BTR-4 is so 2013 with an up-armoring kit. Not to say I don't like it, but it is far from a new concept. 

  4. 4 hours ago, Machor said:

    Is the sole problem with Soviet vehicles having a slow reverse speed, or are there more significant issues like the Tiger and Panther?

    It is just that - there is a single reverse gear that goes *up to* 4.18kph on a T-72 for example. As I said, the game is very forgiving of this, but not to the point where you can forget about the reverse problem because it is still very slow.

    The reason carousel is sort of special is because it maximizes round output from several vehicles in several stages and it is about the only time you'll see combat rate of fire approach technical rate of fire. Beyond that you nailed it on the head - it is a substitute for calling in artillery. 

  5. 7 hours ago, Machor said:

    I now understand why rearming isn't relevant for the carousel in game, and thanks to your illustration I've understood the tactic itself. One more question: In the minute following your illustration, would the tanks keep firing while reversing along the same line that they advanced on?

    Yes. There is no set way to move and fire your tanks while doing the carousel :). If you are lazy you can minute fire "target brief commands" without moving at all for example. About reverse order on Ru and Ua vehicles in general - the game is very forgiving to them versus their IRL reverse speeds, but it is still often a thing to be avoided. Syrian tankers sometimes side park or reverse park their tanks so they can quickly drive off in case something goes wrong. I'm not saying do exactly that, but it helps to consider ways of not using reverse while commanding ru armor.  

    Re my personal carousel experience - it is rarely effective when spread over an area or multiple targets, but it has its merits when you have a large building or a hedge you have to clean up. 

  6. 5 hours ago, Machor said:

    I'm not getting its applicability in game since we can't rearm? :blink:

    It's tactical worth is about the same for me since IRL you'd lose a tank group from engagement for 20-30 minutes in the very best case after each carousel (that's how long it takes to restock the loaders). Effectively in terms of most of CM shorter time frames you'd really only be able to use this carousel once from a tank group (i.e. a pair or a platoon). 

  7. I guess it would look something like this until the ammo is spent. I use "slow" command to realing the turret to the next target so the aiming at the end of "move" command is faster. Moving around allows for better LoS  and more fire commands per turn than simply waiting a turn and then issuing another "target" command. Plus I don't have to babysit the tanks. 

    tcPoiq7.jpg

    I don't think it is a necessarily a good idea to go all out and do this for the whole platoon, but two out of three doing the carousel and one on overwatch is rather accurate to Grozny application. 

    vZQWna7.jpg

  8. 44 minutes ago, Erwin said:

    And yes, re the armor example above and others, one needs to make clear whether we are talking about tactics that effective in the game, as opposed to in RL.  Game tactics is what these forums are primarily about (or should be imo).

    Honestly in our peer or conventional case the carousel is equally situational in game and IRL. It was mostly used versus a non-conventional threat or in situations where enemy AT had little chance to respond. I would guess it has the same applicability in game. Hm, I wander if I can set up a traditional carousel in-game...

  9. The original tactic is as that guardian excerpt says. A tank group engages or suppresses until its ammo load is depleted then gets switched out by a fresh group. This originated in Afghanistan as far as I am aware, but really solidified in Urban environments during the first Chechen war. Also during the Chechen conflict a pair or a platoon of three were the standard group size, but I suppose it could work with four or more at the time. 

  10. Considering Trophy was ordered to function by 2019 I guess it is going to be deployed on existing SEP II as a separate item for the moment. Post 2020 it is going to be universally applied as part of refurbishment for SEP III. At least the MOD communicated APS as part of the SEP III package from what I read. 

    More promo stuff:

    GER6zWJ.jpg

     

  11. After applying V4 of the engine I've started noticing it in almost game I have, both on US side (guys with M4s and SAWs poor sods) and on Ru side. In that particular scenario above out of three squads two had this issue. Were it a rare occurrence I probably would not have noticed. 

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