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General Liederkranz

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Posts posted by General Liederkranz

  1. These rules are really interesting, thank you for putting them together!

    52 minutes ago, Bil Hardenberger said:

    I don't think this is something that is really clear in-game is it?  At least I have never noticed a unit tracing a C2 line to a higher echelon HQ in game before.

    From my observations when a unit is in command from a higher echelon, that doesn't create a red command line, and it doesn't turn the chain-of-command lights from red x's into green dots, BUT it does give C2 icons in the UI. An example from a recent game--A team, 3rd Squad, 2nd Platoon, B Company is out of C2 from its Platoon HQ, so it doesn't have a red line, but it is close to its Company HQ (inset) so it gets the UI icons for voice and close visual command. I don't think this would be too hard to keep track of in-game if the rules depended on it.

    951673041_C2diagram.thumb.png.e6f3899dabd3b2ecf306e334bae14f0f.png

     

  2. Apart from the possibility of door or window hits, my understanding is that HE effects on infantry in buildings are toned down to compensate for the fact that interior walls aren't separately modeled. I wonder if the "dice roll" for that sometimes zeroes out the "saving bonus," to factor in the possibility that everyone is in the same room. Getting (un)lucky on both those dice rolls--the shell goes in the window, AND everyone's in that room--could explain this video.

  3. For me the spacing is one of my favorite v4 features and the thing that makes me most frustrated when other parts of v4 aren’t working right. The conga line looked ridiculous to me and anecdotally, I think I see fewer mass casualties from a single MG burst now that they’re spaced out. Coupled with the morale effects of v4, it creates what seems like a more realistic situation where moving infantry take fewer casualties, but go to ground more easily. 

    But I agree v3 is perfectly good and I will probably keep playing CMBN with it as I have been for the past two years, until the new bug is fixed. 

  4. 3 hours ago, General Jack Ripper said:

    Didn't know Charles and akd were the same person.

    I don't see the need for snark but in any case, is Steve a good enough source for you?

    "There is no way that a home computer could simulate every last shard coming out of an explosion and then tracking where it goes. It's not only a ridiculously taxing thing to ask of a computer, but also (as you say) totally unnecessary."

    "Probability, of course, has a big say in the matter. The further out a soldier is, regardless of other factors, the less probability there is of being hit. Blocked LOS/LOF, the type of blockage, stance, etc. further reduce the probability of becoming a casualty."

    There is a lot of great info in his comments on this thread:

     

  5. 1 minute ago, rocketman said:

    Not cowering is a drawback of the current way bunkers are modelled.

    Yeah, I wish they could cower down inside. And if they're my bunkers sometimes I wish I could MAKE them do that by Hiding, when there's a lot of small arms fire coming into the firing slit.

  6. An anecdote that illustrates, to me, how rapidly bloody things could get, from Hugh Cole's official history of the Bulge, describing an attack by the 87th Division: "While moving over a little rise outside Jenneville, the leading platoon met a fusillade of bullets that claimed twenty casualties in two minutes."

    Even if the platoon was at full strength to start (39 men), that's 50% in two CM turns. Even more if they were at reduced strength to start. That level of casualties would be pretty shocking even in CM. Obviously it didn't happen constantly--he says the whole battalion lost 132 men that whole day--but it certainly could if commanders (players) press too hard or make mistakes.

  7. 6 hours ago, Kaunitz said:

    For example, when two battalions of the Durham Light Infantry brigade launched a night attack across the Simeto river in Sicily against the defensive positions of the german paratroopers, the scene was also described as "hell's kitchen" and casualties were "severe": The 6th battalion suffered 120 casualties, the 9th battalion 100 casualties. (ca. 25-35% of the front strength, I suppose?).

    Do you know how many companies they committed? I believe it was normal for CW battalions to put two companies into the attack and hold two back. If that’s what they did here, then these casualties would amount to more like 50%. And maybe more in some platoons.

  8. In my experience (mostly under 4.0 though), grenades will kill a wooden bunker, but it’s variable. Sometimes a squad will exhaust its entire supply with no effect, other times it’s easy. 

    I’m currently playing CMFI “Ramparts of the Palikoi” under 4.1 and the bunkers don’t seem too vulnerable to small arms. One did show up as knocked out after several 81mm mortar rounds and a metric ton of .30 cal hit it. Others survived all that just fine  

    What does seem weird is suppression. It’s not clear to me that suppressed bunker occupants actually fire any less than unsuppressed ones (and of course they never cower or pin). It’s also unpredictable what suppresses them. Sometimes mortar hits do but not usually. MG fire that scores penetrations on the firing slit doesn’t seem to. Only actual casualties reliably cause suppression. I don’t think any of this is new since 4.1 but it is just confusing.

     

  9. Do you mean the number doesn't change from the beginning to the end of the turn? As I recall, for some reason it's always been the case that grenades used at any time during the turn are deducted from the unit's count as soon as playback starts. I don't know if that's always been true of demo charges though?

  10. 1 hour ago, slysniper said:

    all it has ever taken is to play the game in version 3.0 before that change was made.

    That's what I do, at least with CMBN and CMFI. But it only works if you already owned the games before the 4.0 upgrade, which was 2 years and 4 months ago. If you're a new player since then, your only choice is 4.0 and the attendant bugs.

  11. On 1/28/2019 at 8:52 PM, HerrTom said:

    Regardless, my example has battalion-scale units fighting over the whole of Berlin on 1-km hexes on 4-hour turns.  Playing a match earlier had me thinking how the CRT really translates to combat, and how you could really zoom in there to make some interesting Combat Mission scenarios

    I agree that using a larger-scale wargame to generate scenarios could be more interesting than just translating from a tactical-level game. I know some people were doing something like this with "St. Lo" in CMBN a few years ago. I was recently playing "Last Blitzkrieg" from MMP's Battalion Combat Series and keeping notes of interesting engagements to game out in CMFB. To my mind the problem with doing this with most board wargames is that success is normally dependent on stacking up enough attacking units to make 3-1 odds, so the only information available to build a CM scenario would be "three battalions attack one." By contrast, BCS (maybe like Berlin '85, which I haven't played) models attacks as essentially one battalion on another, and the variables you need to manipulate to win all translate nicely into CM: unit type, troop quality, amount of artillery for each side, posture (deployed vs. hasty attack/defense), availability (and type) of armor or AT support, terrain, strength levels, and fatigue. Of course, if the attacker is doing his job, most BCS attacks would be lopsided in CM terms, but this is usually achieved through combinations of these advantages, rather than just by vastly superior numbers. 

  12. 4 hours ago, Myles Keogh said:

    Almost as insidious is that the 4.0 engine caused the Bren/BAR (and I believe the Breda as well) to be reduced to single shot weapons when fired past a certain range.  This really limits their effectiveness as automatic weapons.  It especially hurts the already anemic firepower of the Commonwealth forces.

    This drives me crazy too, so I now only play the Commonwealth on v3.0. But then I miss the better infantry spacing and recombining squads and corner peeking from v4. So I also end up mostly playing CMRT. It helps too that attacking Russians tend not to have much off-map artillery.

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