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Hapless

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  1. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Wow...no pressure.  Ok, so this is not as formal turn report, I will do a summary once we get a bit further but here is an example of the Soviet Missile Hell ("SMH" copyright) awaiting the US player.
    First a M150 get cocky and crest a hill, and three AT 3s light up (red circles)

    And 2 out of 3 aint bad...(Capt's Rule #4)



    Bil is lucky that was an M150 because those AT 3 would have killed anything short of an M1.  [edit AT3Bs..my bad, AT 5s are even deadlier].
  2. Like
    Hapless reacted to Rice in CMA Dynamic Campaign: Afghan Dust   
    Hello, I am Rice and I am about to start my first trial run of my Combat Mission Afghanistan dynamic campaign; Afghan Dust.
    This dynamic campaign will feature 6 total players and me, as the Game Master. I will post screenshots and updates about the ongoing game here. As for introduction to how the game is intended to work I will provide a brief description. Currently the trial run is meant to serve as a Beta Test to make sure it holds up as an actually playable game.
    - - - - - - - - - - -

    - - - - - - - - - - -
    What units do the players command?
    Each team has a battalion starting out. The Soviets in this trial run will be starting with an Motorized Rifle Battalion using BTR-60PBs. Each player gets one of the three companies. They must then decide as a team where to deploy the remaining assets (for this game, they will have an Anti-Tank platoon to allocate where they all agree it would be best). The Mujahideen has an Islamic Battalion backing them as well. (Same player to player distribution as soviets in terms of command)
    Each team will get addition assets such as artillery, aircraft, and more units as per GM allocation.
    What is the map like?
    The map is a patch torn out of Afghanistan's mountain highways. The game centers around the town of Anjoman and the surrounding terrain.
    (Game Map on Google Earth)
    How long is the campaign?
    This depends on the objectives but games objective but I am not sure how long it will take in real time to play out. I expect 3 weeks to 1 month.
    How can I join?
    The game will open up to the public once the Trial Game has concluded and I have had made time to review and alter the games rules and structure for a more fun experience. I will post on this thread when that happens.
    - - - - - - - - - - -
    More posts to come explaining more details. Please reply with any questions.
     
  3. Like
    Hapless got a reaction from Sgt.Squarehead in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    The firing ports are entirely functional in CMSF and CMBS. Testing as many Syrian MG teams as I can fit in a BMP-1 shows that they only seem to fire their AKs though.
    I'm sure I've heard an SVD and PK fired through a firing port, but that was when I was testing the BMP-3 in CMBS and that probably has a different system.
  4. Like
    Hapless reacted to Rice in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    It's theoretically possible to stuff the barrel on your PK through the port while the mounting mechanism removed. So, perhaps it may be possible to fit in (it would be extremely awkward and impractical) Also, the venting system that's meant to help keep the gasses/fumes from firing the weapon out of the crew compartment would not be applicable. Here's a pic of removing an AK. You need to turn it sideways to get the front sight post to fit through. I don't have data of the height of the front sight and barrel on a PK but if you may be able to hook it through.. Same goes for the SVD. Again, the rotating and yawing firing port mount (the part with the glass) won't be locked to the guns movement so you functionality there. Not sure sure if the locking piece is compatible with the SVD but it's possible.
    The key take away is it's definitely not intended but perhaps possible to use an SVD or PK's barrel out the window but the actual use of the weapon would be extremely awkward and possibly dangerous to the inside crew (no ventilation of gasses).
    Here's the video I'm pulling from so you can see it in more detail yourself;
     

  5. Like
    Hapless got a reaction from waffelmann in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Is that some kind of Machinegun Team clown car in the bottom centre there?
  6. Like
    Hapless got a reaction from Panzerpanic in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Is that some kind of Machinegun Team clown car in the bottom centre there?
  7. Like
    Hapless got a reaction from silverstars in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Is that some kind of Machinegun Team clown car in the bottom centre there?
  8. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    March to Glorious Victory Post #3 - Clausewitz was a Chump (min 5-7)
      From the title I think you can gather that I am not an enormous fan of good old Uncle Carl.  It isn't that he is totally wrong, it is the fact that he is only half right.  I get that we are all products of our time and station in life and Carl was a Prussian aristocrat in the early 19th century, so his views of the world and warfare reflect that.  It is what he missed as he tries to package something as deep and fundamental as warfare into a nice tight (and very German) manual. 
       War is an extension of policy, governed by government, fueled by a well-behaved public and executed in glorious isolation by a professional military, really only says one thing...war is a rational exercise.  It may have irrationality in its guts but those error bars (i.e. friction etc) are still governed by logic and over-arching structure.   I am with John Keegan on this one...Carl gets the theory of the mechanics but misses the entire point.
       War is emotional, it is cultural and it is very irrational.  To the point very few animals in nature engage in the type of warfare we are capable of conducting (ants actually...really interesting).  "Uh, so what The _Capt?".  Well you can see it in this battle I am having with Bil.  On one hand I can see that there is a rational/logical construct at play here...on the other I am beginning to loathe this withered old crone...as he stares across the field at me through those milky old eyes.
       The_Capt's personal definition of warfare: "a collision of irreconcilable envisioned realities, as all parties negotiate with an unwritten future".  War's function is three main components: communication, negotiation and sacrifice.  So I ask myself:  what am I communicating through my violence?  What is my opponent willing to give and take?  What am I willing to lose?
      I would ask that you all keep this in mind as we proceed...I know I will.  So here we are at turns 5 through 7.
    Turn 5, was pretty uneventful, except for one Cpl Shnookskov who died in the service of his country as the Sneaky Peeky portion of Bil's plan begins to unfold.

    We are down a recon BMP, but I am advancing recon squads forward as per the "hey look Bil, I really care about having schnitzel tonight!"

    Turn 6 and the crew shows up.  BTW in-game we have various models that reflect both Soviet and US organizational doctrine.  This is a purchasable Forward Security Element:

    So my job here is to get these guy in position to be TEETH without Bil pounding them into scrap metal,   You will note I already have my MANPADs dismounted...for all Soviet player I highly suggest you do this as early as possible.
    Turn 7 and I see Bils plan begin to emerge.
    So 
    So there is an M60 up there plinking away at my Recon screen, or at least one I can see.  On this turn they managed to ping yet another BMP on my left, I am jockeying  the remainder to at least make it look like I am trying.  So my real issue now is all about timing.  

    I have another Coy of tanks on the way but I know Bil has forces on the way too.  So do I go now, or wait?  My arty is still 10 mins out on the upper line and it is 16 min out on the outskirts of Dollbach....hmm.
      
  9. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    March to Glorious Victory Post Number One.
      So Bil and I have a loose-agreement (I would say gentlemen's but that is probably a stretch) to not peek at each others threads.  The dirty truth here is that this isn't really an AAR per se, it is more of an IAR (In Action Report).  Full disclosure, we are only about 6 mins into the thing, so I can't really put a spin on my plan or anything because I have no idea how this will end.  So far so good  but we are in early days.  We should start posting turn summaries tomorrow but for now may I present an end-product of about roughly 32 years of military training in both line and staff positions...The_Capt's glorious Mission Analysis!  
    So here we are on this grubby little peice of West German real-estate (seriously, Pete Wenman is a freakin wizard with these maps btw) facing off against what I am sure are overfed, overpaid and over-entitled Yankee capitalists all huddled in their vehicles waiting for something to happen.  So like they taught me back in the day..let's start with terrain:

    So my guys are coming from the bottom, Bil and his jerks are up near the top.  I have a bunch of woods except for this defile behind a hwy bridge that I have to deploy my main force out of.  We have a big valley between us and the town of Dollbach in the center which is the golden goose we are both lining up to grab, whilst killing the other guy.  Not much to see on my map edge except a bunch of woods with some dirt roads cut through them.  
    Bil has the high ground ridge up there and there are three major wooded areas that him and his ilk are no doubt hiding out in.  It is more one on the left but pretty much that approach along with the Valley is dominated by Bil's thugs.  In short, this is not an optimal starting position.
    Bil's Plan.  So I have learned some time ago that you are not fighting vehicles and equipment, you are fighting a person (Capt's rule #1).  So spend time understanding and getting inside the head of that person.  With Bil it is easy because we have been sparring in CM for just about 2 decades now.  So here is what I am thinking, that Bil is thinking:

    So Bil is probably going to be cautious and build a nice path to victory here.  First he is going to put out Eyes in those woodlines, then he will reinforce with teeth because why stick his neck out if he does not have to?  Then once I have watered the West German countryside with my blood (and other fluids) he will make his reach for Dollbach (Hands...dirty, old, wrinkly hands with yellow fingernails).  I will be at a significant disadvantage at this point because I will be dead, and you do not fight so well when dead (Capt's rule #2).  So my role here is to play peeky snipey from a really crappy position with Soviet gear that does not see as well as his sexy US optics...hmm...Capt no-likey, no likey...one bit.  So now the Plan:

    My end goal is to make Bil more dead than me, not to get heavily invested in the West German real estate market.  So we are going to try something simple and blunt.  First, I will get Eyes on my woodline, gotta see what I can see (Capt's Rule #3).  Then I am going to put out hands...fingers really, to make it look like the land grab is my only game.  Then once my art start dropping (could be wait here cause he has EW turned on), I am going to bull rush that corridor and swing up into those hills to kill Bil (Teeth).  This is going to be tricky and I am going to take losses but I can afford them.  I get a MIC FSE in 5 and another Tank Coy-ish in 10, so I will have mass because I am betting the best he has is an Armd Cav platoon, maybe two.  So basically we will play Bil's snipey peeky game for a bit, push recon out into that town to make me look desperate and then freakin charge on the left.  Questions?
     
  10. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    METT-T Analysis
    TROOPS
    “We are an Army historically unprepared for its first battle.  We are accustomed to victory wrought with the weight of materiel and population brought to bear after the onset of hostilities.  Today the U.S. Army must above all else, prepare to win the first battle of the next war.”
    FM 100-5 (1976 – Introduction to the Active Defense Doctrine)
     
     Troops:  My advantage over the Soviet force will probably be in available support.  His BMPs and tanks will probably out class my M113s, M60A1s, and M150s so I will depend heavily on my attached support assets to even the playing field.

    My force for this action is task organized as follows (start formations are in blue text). 
    Armored Cavalry Troop
    Troop HQ – Five minutes out HQ Team on M113A1 FO Team on M113A1 1st Platoon – Initial Formation on the map HQ Team on M113A2 x2 Scout Teams on M113A2 – note, these teams have the ability to Call Artillery x2 Tank Hunters (M-150 TOW) x4 M60A1 (Rise+) 2nd Platoon – Five minutes out HQ Team on M113A1 x2 Scout Teams on M113A1 – note, these teams have the ability to Call Artillery x2 Tank Hunters (M-150 TOW) x4 M60A1 3rd Platoon – Ten minutes out HQ Team on M113A1 x2 Scout Teams on M113A1 – note, these teams have the ability to Call Artillery x2 Tank Hunters (M-150 TOW) x4 M60A1 (Rise) Mortar Section – Five minutes out HQ Team on M577 x3 M106A1 Mortar Carriers Support (Attachments): x2 Battery (x6 M114A1 guns each) – available at start x1 Battery (x6 M114A1 guns) CLUSTER MUNITIONS – Available in five minutes x2 AH-1F Cobra Attack Helicopters – Available in ten minutes CMCW Feature:  New to Cold War, CLUSTER MUNITIONS!!  For both artillery and aircraft (if available historically).  Wait until you see these in action.

    METT-T Analysis
    TIME
    Time:  There are 40 minutes available in this action.
    Reinforcement Schedule:
    On map: 1 Armored Cavalry Platoon with x2 Heavy Artillery Batteries Five Minutes:  AC Troop HQ, x1 Armored Cav Platoon, plus x1 Battery with Cluster munitions Ten Minutes:  x1 Armored Cav Platoon, plus x2 AH-1F Attack Helicopters Bil
  11. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    So welcome to our Beta AAR.  Introductions, I am The_Capt...hello.  Some old timers may remember me from back in the day but for the newbies (and hopefully there are a lot of you) I am the Simon to Bil's Garfunkel.  While Bil is detailed, deliberate and cool all resting on a foundation of real talent; I am erratic, insecure and hot-headed resting on very occasional unpredictable sparks.  Between the two of us we try to make wonderful music.
    So first the obvious, what is CM Cold War and where did it come from?  Well the game is our brainchild, not that it took a serious leap of imagination as people had been talking about a Cold War game for years.  Bil and I had been looking for a title to cut our designer-teeth on for years as well, and after a few false starts we approached BFC with the idea about 7-8 years ago, to which Steve sagely looked at two complete amateurs and said "uh, sure...why don't you guys go pull some stuff together and we will do lunch".  So we did up all the boring and work-like stuff most of you never see; project documents, historical research, backstories, TO&Es (pouring over things like Senate Arms Committee records and back issues of the US Army magazines), and campaign designs.  Once we did all this we came back to Steve like proud children that had just performed surgery on the family cat.  Steve's eyes went a little wider and very Bruce Willis-like said, "ok let's give these kids a shot".  I am pretty sure we were to remain a weird side project in the basement - that is where the older Beta Testers go in the end - but last year things accelerated and we found ourselves suddenly thrust into the rock and roll lifestyle of computer wargame designers...without the groupies, cocaine or leather pants.
    So with a very small team, a tight timeline and another look from Steve that was somewhere between "ya, there is no way these guys are going to make it" and "but if they do...?" (seriously, support from the BFC guys has been outstanding) we started the journey.  So when you play the game on release (it is no secret we are on track for Apr, after Easter) you know who to curse when something either does not look quite right or you are getting beat up on a campaign (the Soviet one is particularly brutal).  If you love the game, praise the entire team, if you are angry that the Soviet officer holster does not look right, feel free to vent at either Bil or I, mostly Bil.
    Onto the AAR.  Ok in the proudest tradition of this thing, Bil will wow you all with dazzling intelligence products that would make an ASIC weep.  I, on the other hand, prefer a  more tactile and coffee-stained approach...I also tend to lose these fights.  This map comes from the US campaign, a scenario called Dollbach Heights, but do not worry the scenario is completely different so no spoilers.  This whole thing is occurring in the backdrop of a Cold War-gone-hot strategic situation set in summer of 1982, which may seem quaint today but back in '83 we actually came pretty close.  The Soviets are basically making a break for the Rhine as fast as possible before reserves can be called up and fly-overs conducted.  The US forces are the tripwire forces of V Corp with units like the 11 ACR and 3rd Armd Div (for this AAR we do not assign particular units) as the game centers on the Fulda corridor (between the West German border and Frankfurt).  So the strategic game is simple, Soviets have to move fast as possible to get in close to the major urban areas, knock France out and put the UK into close range.  The bet back in Moscow is that at this point NATO will fracture as half of them sue for peace...we will see how that works out.
    A couple points on force balance and doctrine.  So this is 1980, the beginning of a vapid and synthesizer-infested decade (trust me I was there). The US forces are still recovering from the entire Vietnam experience.  Goldwater-Nicols has not happened so we are still talking about conventional service competition in the US military, which was unhealthy (still is) and a US Army that was slowly coming out of the old ROADs models and heading towards AirLand Battle.  The TO&Es are based on the '77 force structures (you will note US tank platoons have 5 tanks).  The "so what?" is that US forces are pretty much at their most vulnerable point in this era.  They lack mass and are moving to active defense and maneuver warfare but the equipment has not caught up.  It is going to feel weird to some but this is a modern (well semi-modern) title where US forces do not dominate the battlefield.  They have to be played carefully to achieve parity.  For example the T62 can kill an M60A3 in the front from about 1500m, so the US player must be elegant and clever...like the gentle fox.
    The Soviets on the other hand are the bear that eats said gentle fox and then poops him out, barely breaking stride.  The Soviets at this point are pretty much near the top of their game.  Their equipment is solid, if a little blind, and they have mountains of it. Soviet operational doctrine is actually very good, it uses mass much like it did in WW2, and frankly Genghis would be proud at how well the Soviet can throw MRRs at a problem and simply keep going.  The T64 is a beast, probably the best Soviet tank in the game (particularly the B versions), the T80 can throw a punch too.  The Soviet use of ATGM is frankly terrifying.  First, they literally put those things on just about everything, and the AT 5 feels like the modern day Javelin in that, if it can hit, it will kill.  In testing one scenario of the US Campaign, I played sloppy and watched an BMP MRB shred all the US armor in about 5 mins...so there is that.   
    At a tactical level the Soviet are all about lining up the punch.  They were not mindless hordes, they would prepare and shape with recon but when they decided to throw that punch...oh, my.  First they would drop the sky on top of you using massed artillery.  Then they would advance en masse  along multiple axis projecting dilemma everywhere for an opponent.  They would then trade shots until your armor is gone and finally they might dismount and clean up any poor infantry you have left.  I say 'might' because they would often simply bypass those huddle GIs and just keep going.
    So for this AAR, I will try to emulate the soviet approach as much as possible.  Stay tuned and see how it turns out.       
  12. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    “Here, across death’s other river, the Tartar horsemen shake their spears.”
    T.S. Eliot
     
    This BETA game is being played against Warren (The_Capt), and we are very familiar with each other’s style, strengths and weaknesses as we’ve been playing CM against each other for close to 20 years now.
    CM Cold War was our brainchild and has been on our wargame design table, off and on, for eight years now, but now it is a real thing.  You’re welcome.    With that said it is only fitting that Warren and I play in this BETA AAR.  We haven’t played in public since our original CMBN BETA AAR, Not your Father’s Combat Mission. 
    I hope you enjoy the ride, and welcome to the COLD WAR!!

    Sidebar!  I strictly use the Movie Mode when I play so all of my screenshots use that feature.  I don't mean it to insult anybody, but I just think the game looks better.
    Meeting Engagement at Dolbach Heights, 1980
    When Warren and I laid out the design for this game we wanted it to be primarily and ultimately a sandbox for experimentation and reflection.  A tool to test the tactical theories that were prevalent at that time.  Time… yes, we also wanted to be able to examine the different sides from different time perspectives, and this release, the base game in the CM Cold War series, contains the years 1979 to 1982.  We also only cover the months March to October, mainly so we didn’t have to generate winter textures and models which would have been one feature too many.
    This particular scenario is one that Warren and I threw together that we thought would be fun to play and show off.  The map is from the US Campaign and when you play that you will see this map eventually.  I will start my METT-T analysis in my next post, but for now, sit back, enjoy the existence of this game, and don’t go away!
    Bil

    CONTENTS:
    METT-T Analysis MISSION ENEMY TERRAIN TROOPS / TIME Tentative Plan The Action: First Three Minutes! Fourth Minute - First Contact! Fifth Minute - Return of the Blood Board! Sixth & Seventh Minutes Eighth Minute - Ine Meter Too Many Eighth Minute - BDA & Some Movements
  13. Like
    Hapless reacted to IICptMillerII in Promo Video   
    This is something I threw together in my own time. Please remember that this is from a beta build of the game and is subject to change. 
  14. Like
    Hapless got a reaction from Xorg_Xalargsky in Fire and Rubble: What are you looking forward to the most?   
    What I'm looking forward to most is testing Lend Lease Shermans against T34s.

    CM Unthinkable when?
  15. Like
    Hapless got a reaction from Suchy in Fire and Rubble: What are you looking forward to the most?   
    What I'm looking forward to most is testing Lend Lease Shermans against T34s.

    CM Unthinkable when?
  16. Upvote
    Hapless got a reaction from Warts 'n' all in Buddy Aid   
    Not going to lie, I'm not that familiar with the campaign scripting stuff. I was under the impression that it made no difference though: any wound significant enough to incapacitate a pixeltruppen means he gets evacauted to the rear and doesn't come back within the time frame of a CM campaign, with replacements coming from a different source.
  17. Upvote
    Hapless got a reaction from dr funkenstein in Some tank duel tests (CMBN)   
    7.5. You can do everything wrong and still win.
  18. Like
    Hapless got a reaction from Sgt.Squarehead in Buddy Aid   
    Not going to lie, I'm not that familiar with the campaign scripting stuff. I was under the impression that it made no difference though: any wound significant enough to incapacitate a pixeltruppen means he gets evacauted to the rear and doesn't come back within the time frame of a CM campaign, with replacements coming from a different source.
  19. Like
    Hapless got a reaction from Lethaface in Some tank duel tests (CMBN)   
    7.5. You can do everything wrong and still win.
  20. Upvote
    Hapless got a reaction from IanL in Some tank duel tests (CMBN)   
    7.5. You can do everything wrong and still win.
  21. Like
    Hapless reacted to Drifter Man in Some tank duel tests (CMBN)   
    I don't seek out armor duels because they are a bit like tossing a coin, but they come up again and again. So I was interested to learn what I can do to maximize the chances for my tank in a duel if it gets into one.
    So I put two identical Pz IVH (late) tanks with regular crews, no modifiers, against each other at 600 m range. I called one "Attacker" and the other "Defender", although it does not mean anything. I put both on a mild slope (partial hull down) and varied different conditions. Crew hatches open/closed, vehicle movement, terrain type, crew experience. I ran each case at least 1000 times and recorded the percentage of wins by each side. A 'win' means that the other vehicle was destroyed or the crew bailed out. If both vehicles were alive after 5 minutes, neither side won - usually one vehicle got hit and retreated back down the slope. If neither vehicle survived, both sides got a win.
    The tables show the win rate on each side. The statistics were not perfect even with 1000 duels per case. Results of repeat runs could vary by up to +/- 3%. Notably I did not get a perfectly symmetric results even for reference cases R1 and R4 where the vehicles had identical conditions on both sides. So, don't take the numbers as the absolutely accurate truth. They just show what works.
    Pz IVH was a good tank for this purpose because it can easily kill itself - powerful gun and vs weak armor. Therefore, the duels were mainly about who is able to spot first and land the first round accurately on target.
    I did not find anything revolutionary - mostly stuff people already know and do - but it was still interesting to see the numbers. Here it is:
    1. Keep your crew hatches open when expecting to fight an enemy AFV. If you can, force the enemy to close theirs.
    Table 1. Effect of crew hatches open/closed. Both AFVs are stationary on Grass.
    Attacker
    Defender
    Closed
    49%
    49%
    Closed
    Open [R1]
    48%
    50%
    [R1] Open
    Open
    76%
    21%
    Closed
    2. Minimize movement when within enemy LOS. Stop as soon as your vehicle can see the place where the enemy is (represented with the "Hull Down" command in the table below, which gives additional advantage of being harder to see and hit due to being hull down; this is not to say that the Hull Down command is always useable, but it worked here well because the Attacker was going up the slope). Movement makes you more visible - and it does not appear to matter what kind of movement command you use - in fact the faster movement commands seem to work a bit better.
    Table 2. Effect of vehicle movement. Attacker starts out of LOS and moves in towards the Defender using different movement commands. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Hunt [R2]
    41%
    57%
    [R2] Stationary
    Slow
    35%
    63%
    Stationary
    Move
    39%
    59%
    Stationary
    Quick
    42%
    56%
    Stationary
    Fast
    41%
    57%
    Stationary
    Hull Down
    61%
    29%
    Stationary
    Quick: Minimizes the time interval when the Attacker is moving within the Defender’s FOV. Therefore, Quick works well as it gets the attacker into position quickly, whereas Slow works poorly.
    Hull Down: Better cover than the Defender and minimizes time when the Attacker is moving within the Defender’s FOV. Also: Easier to disengage when damaged – probably for both sides. High percentage of duels with no winner.
    3. If you have to Hunt, point 1. about crew hatches still applies and can reverse the odds in your favor.
    Table 3. Effect of crew hatches open/closed while the Attacker is moving. Attacker starts out of LOS and moves in towards the Defender using Hunt. The Defender is stationary. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Closed
    37%
    60%
    Closed
    Open [R2]
    41%
    57%
    [R2] Open
    Open
    64%
    34%
    Closed
    Closed
    14%
    82%
    Open
    4. Target arc can serve various purposes but does not help with seeing or hitting the enemy. TRP helps, likely by increasing the chances of a first hit.
    Table 4. Effect of using Target Armor Arc and Target Reference Point (TRP). Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    No arc [R1]
    48%
    50%
    [R1] No arc
    Target Armor Arc
    50%
    49%
    No arc
    TRP on Defender
    72%
    28%
    No TRP
    Note: Target Arc can still help by pointing the gun and the Commander’s attention to the right direction if the vehicle is not moving directly towards the defender. Also, it prevents distraction of the Attacker by other, low-priority targets.
    5. Ground type can provide some help by concealment. Tall types of grass (T and TY), Weeds, Brush, Lt Forest (without trees) and Crop 1 give a small advantage over hard or bare surfaces. Very tall types of crops (2-6) and Grass XT give significant advantage. There is no disadvantage in being on road or pavement compared to grass, but sand, mud and cobblestone seem to hurt a little, possibly because they lower the chances of disengaging when retreating in damaged condition.
    Trees are complicated and depend on type. Type A trees are somewhat helpful if there are 2 or 3 on the tile. Type B trees are not helpful at all. Type C trees seem to be best, especially if there are 2 or 3. Type D trees are somewhat helpful independently on their number. Type E are like Type A. Bush does not make much of a change.
    Stone and brick walls and low bocage give some advantage - can be concealment as well as cover. But bocage is the big one. A tank behind bocage almost always wins against a tank in open ground.
    Table 5a. Effect of Defender ground type – bare surfaces, hard surfaces and roads. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass
    45%
    51%
    Dirt
    Grass
    47%
    50%
    Dirt Red
    Grass
    49%
    48%
    Hard
    Grass
    50%
    48%
    Rocky
    Grass
    49%
    49%
    Rocky Red
    Grass
    52%
    47%
    Sand
    Grass
    52%
    47%
    Mud
    Grass
    50%
    49%
    Pavement 1
    Grass
    50%
    50%
    Pavement 2
    Grass
    52%
    47%
    Cobblestone
    Grass
    47%
    51%
    Gravel
    Grass
    46%
    49%
    Dirt Lot
    Grass
    49%
    48%
    Dirt Road
    Grass
    47%
    50%
    Gravel Road
    Grass
    51%
    48%
    Paved 1
    Grass
    48%
    51%
    Paved 2
    Grass
    47%
    49%
    Foot Path
    Sand, Mud, Cobblestone (?): Can impair movement, possibly making retreat of a damaged vehicle slower and less likely to succeed before the Attacker fires another accurate shot.
    Table 5b. Effect of Defender ground type – low vegetation and cultivated fields. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass
    Grass
    50%
    47%
    Grass Y
    Grass
    50%
    48%
    Clover
    Grass
    50%
    48%
    Flowers
    Grass
    49%
    50%
    Plow NS
    Grass
    50%
    50%
    Plow EW
    Grass
    43%
    57%
    Grass T
    Grass
    43%
    55%
    Grass TY
    Grass
    44%
    54%
    Weeds
    Grass
    44%
    55%
    Grass + Brush
    Grass [R3]
    46%
    54%
    [R3] Lt Forest
    Grass
    42%
    57%
    Crop 1
    Grass
    39%
    60%
    Crop 2
    Grass
    39%
    60%
    Crop 3
    Grass
    39%
    60%
    Crop 4
    Grass
    40%
    58%
    Crop 5
    Grass
    39%
    59%
    Crop 6
    Grass
    38%
    60%
    Grass XT
    Table 5c. Effect of Defender ground type – foliage. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass, no foliage
    Grass
    50%
    46%
    Grass + 1x Type A Tree
    Grass
    44%
    51%
    Grass + 2x Type A Tree
    Grass
    42%
    54%
    Grass + 3x Type A Tree
    Grass
    49%
    49%
    Grass + 1x Type B Tree
    Grass
    51%
    46%
    Grass + 2x Type B Tree
    Grass
    51%
    47%
    Grass + 3x Type B Tree
    Grass
    43%
    52%
    Grass + 1x Type C Tree
    Grass
    33%
    62%
    Grass + 2x Type C Tree
    Grass
    32%
    62%
    Grass + 3x Type C Tree
    Grass
    44%
    52%
    Grass + 1x Type D Tree
    Grass
    44%
    51%
    Grass + 2x Type D Tree
    Grass
    40%
    55%
    Grass + 3x Type D Tree
    Grass
    50%
    47%
    Grass + 1x Type E Tree
    Grass
    42%
    55%
    Grass + 2x Type E Tree
    Grass
    41%
    55%
    Grass + 3x Type E Tree
    Grass
    49%
    49%
    Grass + 1x Type A Bush
    Grass
    52%
    47%
    Grass + 2x Type A Bush
    Grass
    50%
    46%
    Grass + 3x Type A Bush
    Grass [R3]
    46%
    54%
     [R3] Lt Forest, no foliage
    Grass
    44%
    54%
    Lt Forest + 1x Type A Tree
    Grass
    39%
    57%
    Lt Forest + 2x Type A Tree
    Grass
    37%
    59%
    Lt Forest + 3x Type A Tree
    1x Tree: Can be detrimental because it does not provide enough concealment and can trigger APHE shells passing high, wounding the exposed Commander.
    Table 5d. Effect of Defender ground type – walls and fences. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R4]
    48%
    51%
    [R4] Grass
    Grass
    46%
    54%
    Grass + Stone
    Grass
    47%
    52%
    Grass + Brick
    Grass
     
     
    Grass + Rural Stone
    Grass
    43%
    55%
    Grass + Low Bocage
    Grass
    7%
    89%
    Grass + Bocage
    6. Crew experience - there is a big change from Green to Regular to Veteran, but Crack gives little advantage over Veteran.
    Table 6. Effect of crew Experience. Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    Green
    33%
    66%
    Regular
    Regular
    36%
    61%
    Veteran
    Veteran
    44%
    57%
    Crack
    Green
    20%
    78%
    Veteran
    Regular
    32%
    67%
    Crack
    Green
    18%
    82%
    Crack
  22. Like
    Hapless reacted to 37mm in Mods not working with Steam version   
    Those are all  SF2 mods so naming convention isn't an issue, according to @Hapless...
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    So @puje seems to have it right, you need a z folder.
  23. Upvote
    Hapless got a reaction from Artkin in Why is the Panzer IV so expensive to buy in Quick Battles?   
    In that case, clearly a Sherman should be cheaper than 191 points because it can be knocked out by a 52 point Panzershrek team. You can't have it both ways
  24. Like
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    I feel like actually launching a Mercedes Benz S class at a building is something I would like to see.
  25. Like
    Hapless got a reaction from Howler in Infantry in buildings just won't die.. (and now they won't run away either..)   
    I feel like actually launching a Mercedes Benz S class at a building is something I would like to see.
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