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Kaunitz

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Everything posted by Kaunitz

  1. On the topic of some weapons being handicapped by the fact that you can fire only at a single area-target per turn (1 minute!) and waypoint: There are several ways it could be done. Either by allowing players to chain together several "target briefly" orders without the need to set up a separate waypoint for each order. The target line you're suggesting would also be a solution, but my suspicion is that it is a big deviation from the way we're used to play the game now (drawing lines is reserved for arty missions). Also, I would not see it as a means for riflemen. Only the weapons which aresupposed to provide covering fire should be affected (MGs, HE autocannon in modern titles). One solution would be to spread out the suppressive effect of the related weapons around the actual target square a bit more. So that, for example, when you have your MG fire at one square, 1-2 adjacent squares on each side would be affected as well. This would be an abstraction, of course, representing that the MG (whose beaten zone otherwise only has a width of 1-4m, depending on range) sprays left and right a bit. And it would prevent the weapon from firing at two completely separate targets (which would be strange). But range is a problem (at greater ranges, the effect should be smaller?). In general, I really think that this is a relatively big issue. It's a problem generated by the difference between the scale of time/reaction (intervall = 1 minute), scale of space which determines target size (8x8m) and weapon capabilities. In the end, many weapons cannot perform as well as they probably would in reality. While the weapons' goal is to suppress a relatively large area, what they do is that they overkill a small area. This particularly handicaps the attack, simply because you need more weapons to assault (keep the enemy suppressed) even in a tiny sector.
  2. I also use it whenever possible. As mentioned before, it gives several advantages: Squads are less bunched up (not as vulnerable against artillery) Splitting up a squad gives you two units, which are two seperate positions for eyeballs. Better/more flexible observation! Splitting up a squad in two units lets you target two targets instead of one. Very handy for suppressive fire (still I'd like to point out that MGs should be allowed to cover several targets within a single turn! Imho this is a huge issue and it's the number 2 on my CM-wishlist) Better control over movement (a split-up squad only occupies one square instead of two) I suppose that small units are spotted less easily (Spotting is based on individual soldiers, not units. The fewer soldiers there are moving through a square, the fewer of them can be potentially spotted!) Higher manoeuverability (I need to check that out again, but some infantry actions/waypoints are only triggered once every member of a squad has reached his final position in the square. With larger squad, this simply takes more time. Especially once you get a few injured squad members - they move slowlier). There might be some disadvantages in terms of morale though (unfortunately, splitting up squads is not covered in Josey Wales' excellent analysis of soft factors in CM games). Note that splitting up squads changes/creates a new the leadership modifier for 1 team of the squad. For Russian squads in Red Thunder, a negative effect on morale is officially confirmed.
  3. Do you have some official source for it? As you know, I'm really curious.:D
  4. My advice on buildings: Stay away unless they are unsuspicious/anonymous (like in a larger village or city). Nothing is easier than putting a few HE shells into those 2 houses over there, just in case. Remember that most CM battles are deliberate, planned attacks, not meeting/recon engagements. Preemtpive covering fire is also one of the main reasons why H2H matches are an entirely different experience than single player matches. Even in a village, I try to stay away from the "exterior" buildings. Instead, I go for those inside the town, which cannot be hit by heavy calibres from the outside so easily (at least not in a concentrated manner, as the fire angles into the town will be very limited and narrow). Never let the attacker use his main advantage, which is concentration. Split up the battlefield into tiny sectors that are sealed off in terms of line of sight from the "outside". If you do this, the enemy's assets will need to stay very very close together (forming a better target for artillery, and generally being slowed down) if they don't want to engage in a piecemeal manner. I find individual/suspicious buildings usefull to set up ambush positions behind them (not inside of them). This stops working if the enemy brings heavy mobile precision artillery, aka assault guns (not the later Stugs, but real assault guns!). 2-3 shots, building gone. For obvious reasons, however, most players prefer tanks or sp.ATguns/tank destroyers. (Maybe the proper assault guns are a bit overprized, particularly if you consider how little ammo they usually have...)
  5. I'm working on the translation. Give me a couple of days. Some quick basics: The new assault platoon (of a Grenadier-company) described in the paper consists of: 2 assault squads (7 men each, armed with assault-rifles 44 (Sturmgewehre 44*), plenty of ammo, grenades) 1 fire squad (2 light MGs) - to provide covering fire during the final assault platoon HQ squad/team + 3 grenade launchers (I suppose these are very light ones; they're taken from the squads, concentrated on the platoon-level) the grenade launchers are supposed to follow the assault squads, not stay back with the fire squad (!) (The snipers formerly employed on the squad-level (?) are to be ceded to/used on the company-level.) It seems as if it was not mobilized/mechnized? The paper only mentions horse-carts and that the soldiers might ride on tanks/trucks when forming part of an advance guard. It was to be used particularly for assault and recon missions (special emphasis also on clearing trenches, but here the paper just cites other manuals), for combat in rough/difficult terrain, in fog, during night, as a mobile reserve for counter attacks and the protection of open flanks, for the pursuit of the enemy and as an advance guard, as a rear guard during retreat movements, and also as a ski-unit in some circumstances. What I found very interesting is that the paper puts great emphasis on the fact that the squads are supposed not to fire during the approach phase (only during the final assault, over very short distances, "fire-ambush"). As much as possible, the squads were to advance to the assault-FUP undetected by the enemy, moving in very open order, relying on the support of heavy weapons / other units. The squads were not supposed to provide their own covering fire ("sich vorschießen") in this phase. I found the advance by "Vortröpfeln" or "Sickern" (lit. trickling) especially interesting: If the squads found themselves forced to cross open terrain that was observed by the enemy, the men were supposed to cross individually or in pairs, with very large and irregular time intervalls (0.5- 5 minutes). The paper emphasises that it's not about time, but about approaching as undetected by the enemy as possible, and suffering as few casualties as possible. So really, the assault platoon was supposed to deliver shock - getting into very close range to the enemy undetectedly at full strength, then using this hidden concentration of force to surprise the enemy with an ambush-like assault, including loud cheers. Such an assault - sudden opening of fire, high volume of fire with assault-rifles, cheers, a fast sprint - was supposed to break the defender's morale. -- * So we're safe to assume that this document is post 1943?
  6. Thanks for the answer! Sure, if something lands a direct hit into the trench, the result should be horrible. The question is how often stuff should hit the trench. I don't know anything about all those modern munitions, but I suppose that a helicopter should have relaitvely easy time to hit the trench (angle/trajectory not as good as for arty/mortars, but closer to the target?).
  7. I share the impression that accuracy and speed of target acquisition might be too high right now. But, lacking any real data, it's hard to verify my gut feeling. (Well, this video, which is without any doubt based on high number of very sophisticated and highly representative scientific studies ( ), claims that the average first shot hit rate for Shermans at 1.500m was 5%: https://youtu.be/7uc-wTlD-_U?t=164 ) Apart from the "realism" issue, one would also need to consider the effects on gameplay. Right now, with very high quality (fast, accurate) tanks, spotting/the first shot is often decisive. If you tone down quality, quantity will probably play a greater role. Also, cover for tanks might work much better - right now, hulldown or not doesn't seem to matter that much at the typical engagement ranges - turrets are hit with deadly accuracy...
  8. Very protective trench at 04:41. Looks cool though. I don't know if I'm going to buy this one or CM:BN first. ^^
  9. Maybe I'm just not trusting enough. Do you think that a unit that is area-firing can spot enemies (not within immediate proximity of the area-target) equally fast as a unit that is not area-firing?
  10. It's even very detailed within each title. For example, in my last H2H game (Final Blitzkrieg), I deployed a Panzer IV, Ausf. J (early). I checked it out on wikipedia and read that it's turret had to be traversed manually. I quickly fired up the editor and compared it with other tanks and indeed its turret was traversing much slowlier! The question is whether the whole targeting process is just a tick too fast generally speaking. But I believe that this impression is more related to the relatively short distances on most maps (the quickbattle ones - the scenario maps are often scaled more realistically). Afaik, the time spent on the action "aiming" depends (amongst other factors) on the distance to the target. If you fire over longer ranges, the time taken to aim increases. I should make some tests... (*adds item nr. 1523 to his list*)
  11. Very interesting topic! Some of my thoughts for the attack - I agree a lot with General Jack Ripper's remarks : Fire and manoeuvre often gets you killed as it tricks you into a "tunnel vision". The problem is that the covering fire of the cover team works in one direction, but as the assault team advances, it exposes its flanks to other directions, to positions that cannot be suppressed by the cover team. So for me, fire and manoeuvre is only safe if you're sure that your flanks will be secure throughout the attack. On 95% of the quickbattle maps (I don't own CM:BN though), that's not possible. If there is a small hill flanking the path of your assault team, the assault is not safe unless you know that there is no enemy defilade position behind that hill. Smoke can be used to secure flanks. And suppressive artillery barrages can also be used to temporarily reduce the threat of a potential enemy flanking position. What I usually do on the attack is that I try to play the map more than the enemy. Sure, you can scout as much as you want, but this usually costs lots and lots of time and if the defender knows how to play, he will have troops in defilade ambush positions. So I stick to the principle: Don't wait to see the enemy. Open fire at any position where the enemy might be. Relying on my units' spotting ability is too risky for me. If all potential positions of the enemy are suppressed, then the fact that you're opening fire (give away your position) cannot be exploited by the enemy. Of course this means that my ammo expenditure is incredibly high. I spend huge amounts of ammo to preserve my assets. And it also means that I'm always searching for the approach that is exposed to as few potential enemy positions as possible. This reduces the amount of ammo needed and makes the approach safer in general. You need to have a sufficient amount of weapons/assets to pre-emptively (not reactively!) suppress all positions. You also want to open fire with all assets at once. Delays / a staggered employment of fires gives the enemy a time window in which he can fire back, which might result in more losses and utlimately stop your attack. Don't start to move until your fire has built up sufficiently (yes, these 1-2 extra minutes increase ammo consumption even further). It's also a good idea to have some assets as "jokers" or "fire extinguishers" (no area-fire assigned to them) - simply to tackle the problem that units which are area-firing do not assess other threats. If the best/narrowest approach to an objective is still overwatched by many enemy positions, then you want to play it very slowly. Expose your troops slowly, meter by meter (over a hill/corner). Never expose your troops to more (potential) enemies than it is absolutely necessary. Isolate enemy positions and overwhelm them with concentrated fire of your own. If you really need to attack with few assets, you may want to temporarily take out enemy positions by using smoke. Armor is a particular problem ifor this approach, simply because area fire fails to suppress armor. So if armor is involved, you really have to use aimed fire. There is no easy solution to overcome armor in the attack. Make sure to scout with infantry first and report enemy tank contacts to your tanks to increase their spotting chance/speed. Try to get as many heavy calibres on as few enemy heavy calibres as possible and reveal all your assets at once. Any delays will increase your losses. If you have superior numbers, it's probably also a good idea to engage at the longest possible range. The lower the quality of the shots, the more important their quantity gets. I also try to lock down my approach area. Don't let the enemy reinforce the approach area. If the enemy tries to move, you've already turned the roles around. Moving units are always at a disadvantage against stationary units in keyhole positions. So before you start the attack, try to position assets in a way in which they're out of the enemy's sight but able to cover the routes to your approach area if the enemy should move. Counter your opponent's reinforcement-attempts.
  12. Here is a quick and dirty translation: Note that most of it is phrased in a very fragmented, brief way. Sometimes there are just catchwords, incomplete sentences. [title page]-------------- Combat training/instruction for Panzergrenadiers A set of combat exercises for the armored as well as unarmored squad with 2 light MGs, to be used by the instructor of recruits in combat training By Helmut von Wehren […] Including 28 colored sketches [p.67]------------------ Exercise 6: The armored squad in the attack Goal of the exercise: Squad (armored) in the attack Regulations [a list of regulations/field manuals that are refered to in the subsequent text very often; I have left out the citations in the text below]: Mounted combat (H[eeres]D[ienst]v[orschrift] 299/4a, Ziff. 36-47), Dismounted combat (H.Dv. 130/2a, Ziff. 268-285), Combat instruction (H.Dv. 472, Ziff. 57-91) with motor vehicle [p.68]-------------- II. Principles of training a) Mounted combat 1. As much as the enemy’s fire, the terrain and the task allow it, the squad is to stay/fight mounted on the vehicle. 2. The primary purpose of the board-MG (either mounted on the swivel or resting on the shoulder of [another] soldier) is to fire during short fire-stops at ground or air targets. But it’s also possible to fire while the halftrack is moving. (especially if an enemy already deemed defeated comes to life again [“Wiederauflebender Feind”, term used below in one of the tasks]) 3. The riflemen may take part in the fire fight during an assault or against targets of opportunity at short ranges. They shall also contribute to the effect of the automatic fire by throwing smoke-grenades. Running the enemy over [with the halftrack] can also be effective. 4. Proper usage of terrain, quick transition between fast movements and short fire-stops. Coordination with heavy weapons, artillery and fire support from the own unit. 5. Accurate, effective fire is only possible from a halted halftrack. Firing from a moving vehicle (short bursts of fire at short ranges) forces the enemy to seek cover and prevents him from using his own weapons (exploit moments of weakness!). A subsequent fire-stop for aimed/deliberate fire (“Abgabe von Zielfeuer”), raises the morale. 6. Fire position (“Randstellung” – vehicle is masked from the enemy’s view) – frequent change of position – covered advance. If enemy presence is suspected in terrain that is hard to oversee (high grass, short trees, grain fields), a small corridor (e.g. two hand’s widths right of that bush) can be designated and be sprayed/taken under preemptive fire [“abstreuen”]. Enemy MG and rifle fire needs to be passed through/overcome at high speed. Anti tank weapons or minefields may force the squad to dismount or to cover the halftrack in smoke to allow it to retreat into cover. b) Dismounted combat 1. Clever behavior of the MG and riflemen as part of the squad, especially proper usage of terrain, selection of fire positions, camouflage, recon, assessment of ranges, handling of the sight, point of aim, coordinated maneuvering between the MG and riflemen and adjacent/neighbouring squads. 2. Each individual soldier in the squad acts according to the task at hand, as an individual according to the intention of the squadleader. [p.69]---------------------- 3. Constant observation of the battlefield needs to be the basis for leading the squad, directing fire, usage of munitions and resupply. Achieve fire superiority. Effective employment of fire is more important than cover. 4. Commitment of light MGs and riflemen. The latter can be assigned a limited amount of ammunition [“Munitionsaufwand”] if their effect can be predicted. [? I’m not quite sure about this one. Perhaps it is referring to a fire order, e.g. that the riflemen are supposed to fire X rounds each; one would need to look that up in H.Dv.130] 5. Transition from dismounted to mounted combat in coordination with dismounted parts of the squad. Combat training with the halftrack. 6. Always take the easiest and safest path - the skill level of the driver will increase over time - when the squad is fighting mounted on the vehicle or dismounted in coordination with the vehicle. 7. Combined efforts of the crew and the vehicle to overcome obstacles. III. Enemy – To set up the enemy, you need: 1. [This just tells the reader that everything should be prepared according to the tasks outlined below…] 2. Take note that it might be hard to hear the blanks fired by the [mock]enemy when the halftrack is moving. Therefore, an umpire may be used to signal the effect of enemy fire by waving a flag. IV. Situation/Briefing An enemy in prepared positions is defending along a general line (“allgemeiner Linie”) (point it out in the terrain). The company – its flanks are secure (“beiderseits angelehnt”) - attacks this enemy mounted, breaks through and takes the high ground (show them). Width of the company [misleading, the following information probably tells the participating squad its position within the company/platoon]: 1st platoon right, 1st squad in the center of the platoon V. Special instructions, given by the instructor The halftrack is in its starting position. The other halftracks are represented by sidecar-motorcycles or trucks. A sidecar-motorcycle equipped with a flag represents the platoon leader’s halftrack. The squad needs to orientate on it. The training starts with the blow of a whistle. VI. Sequence of the exercise The instructor needs to rehearse the tasks/situations with the recruit-private who will be leading the squad so that he will not make the wrong decisions whereby the objective of the training would be compromised. [so the main purpose here is to drill the members of the squad then, not decision making by the squad leader…] The training starts with the blow of the whistle. The squad leader gives the order “March!”. The tank rolls up. [p.70]------------------ […] 1st task “Over there, at 1000m distance, you see smoke and small clouds of dust raise. You can hear projectiles/shells whistling by, hitting the tank.” Execution: Halftrack keeps going, makes a fire-stop, after calling out the target the squad leader orders the gunner to open fire, or, to fasten things up, the squad leader may fire himself [so this would leave out the complicated calling out of the target], followed by a wide leap/advance (200m), keep heads down. The squad leader and the gunner are observing the front. The grenadiers who are to be specially assigned to this task observe the flanks and the rear. The instructor checks whether the squad keeps up good observation of the battlefield. Observation must never be compromised even when in full cover. The halftrack makes fast leaps/advances, a short fire-stop and advances in bounds and mutual covering fire with the neighboring halftrack 2nd task The first enemy positions taken, all of a sudden anti-tank projectiles are coming in. You can identify the AT gun further back, in the enemy’s rear area (“in der Tiefenzone”). Distance 700m. The company commander gives a signal, thrusting his arm upwards several times and points at a slight depression in the ground to your front. Execution: The squad leader gives the driver two bashes on the back and gives him the order “Quicker, forwards, into that hollow ahead of us” The instructor checks the driver’s shifting of the gears which ensures fast acceleration of the vehicle. 3rd task Now in a covered position in the hollow, the company commander gives the signal to dismount and orders an assault. Execution: The squad leader orders the squad to dismount. “We will assault the anti-tank gun” The instructor checks whether the squad dismounts quickly, takes weapons and ammo along, and forms up for the attack immediately. Mingling around the halftrack must be avoided. The co-driver immediately takes over the board-MG, visual contact to the “Kfz.-Staffelführer” [? motor car squadron leader], close the doors! He [the Staffelführer, the instructor?] explains that the platoon-leader-halftracks [note: in the next task, we get the information that these have larger caliber guns] will approach the high ground carefully to suppress the anti-tank gun and provide covering fire for the squad. 4th task The attack is progressing well, the anti-tank guns of the platoon-leader’s halftracks [!] are engaged in a fierce fire fight with the enemy anti-tank gun. The attack against the anti-tank gun is successful, it is silenced/suppressed/knocked out [“niedergekämpft”]. A few rifle bullets are incoming. The company commander and the platoon leader give out the signal “halftrack, come here/approach”. Execution: The squad stays prone in its cover. Only the squad leader waves the halftrack nearer and gives the order to mount. The mounted squad will keep attacking. [p.72]--------------------- The instructor checks whether the halftrack approaches correctly. The co-driver opens the door (unless blocked by canisters and ammunition). The soldiers must never run backwards to mount the halftrack, instead, the halftrack drives forwards at a slow speed and the soldiers are to catch up to it and mount while it keeps going. The co-driver stays on the board-MG until the crew has fully remounted and is ready for action. Only then will he get back to his seat, and MG-gunner 1 take over the board-MG. Immediate 360° observation. 5th task The mounted attack has reached more [enemy] positions, drives over/passes through trenches and obstacles. The enemy comes to life again behind the halftrack Execution: The squad leader orders “Fire at will!” and points in the direction. Everyone fires to his side of the vehicle/from his current position. The instructor checks the distribution of fire, the grenadiers are supposed to reload/chamber rounds in the cover [that the halftrack provides], pop up out of cover very fast and fire immediately and then get back down into cover quickly, etc. Enemy positions at close range are to be destroyed with grenades. Be aware of enemy grenades, block them with your hands [!]. If they fall into the halftrack, you will have troubles finding them in time. Casualties. Special attention/observation to the rear of the vehicle. By signals and squeezing the driver’s shoulder, the squad leader informs the driver about the driving direction: Squeezing the left shoulder – drive left; the right – drive right; Push on the head – stop; the neck – slow down. Push/tap on the back – speed up. 6th task The attack is stopped by a deep anti-tank ditch. The halftracks stop, you see how the company commander and your platoon leader are dismounting and giving out the signal “March!”. The second platoon is advancing dismounted over there. Execution: The squad leader orders “Jump off! [note: I’m not really sure whether the instruction differentiates “jump off” and “dismount”] We continue the attack! Halftrack get into cover, Co-driver establish contact to the Kfz. Staffelführer [? as above…], side-car (platoon-leader) [! makes no sense to me; remember that the platoon leader is represented by a side-car-motorcycle], Squad, march!” [Instructor-check: Dismounting procedure – same as above] 7th task The dismounted attack is progressing well. You see how the halftracks are catching up, the enemy anti-tank gun is no longer firing. By means of digging off and the usage of “Knüppelrollen” [obviously something to fill up the ditch…], the halftracks were able to cross the anti-tank ditch. The company commander is remounting, the platoon leader is waving his halftrack nearer. Execution: The squad stays prone in its cover, the squad leader signals the halftrack to approach and orders “Mount!”, the squad will continue the attack mounted. [Instructor-check: Re-mounting procedure – as above] 8th task The mounted attack is progressing well. Over there you see your neighboring halftrack rocking over difficult, undulating terrain Execution: The squad leader orders “Halftrack, stop! Covering fire for halftrack on our right, fire at enemy MG over there in the bush!” (time leap) [!] 9th task The mounted attack is progressing well. Then you encounter another anti-tank ditch. The company has dismounted and overcome the ditch. The Kfz. Staffelführer [? as above] is busy digging off the ditch to bring the halftracks across. “Your squad is close to another enemy position. Heavy enemy rifle fire. You see the halftracks advance, spread-out in line (“in breiter Front”). The co-drivers are firing their board-MGs over your heads. Now the halftracks are passing through your squad. The enemy’s fire fades. Your platoon leader gives you the signal “March!”. Execution: The squad leader orders: “Up – March! March! Huzzah!”. The halftracks and the dismounted squads assault. Mop/roll up the enemy position. The instructor checks whether the assault is quick, and the squad en bloc makes a determined sprint, MG readied at the hip, throwing of grenades, loud cheers. Break through the position, halftracks join in. 10th task The enemy is defeated, all resistance has faded. Over there, the platoon commander is waving the halftracks nearer. Execution: [re-mounting procedure, as above…] [here, the training ends, short debriefing by the instructor] [p.74]--------- Besides the above-mentioned tasks, the following situations may be trained: Situation 1: Frontal fire from enemy MG position, distance 300m. / Execution: Suprress/knock out the MG from the stationary halftrack (“fire-stop”). / Check: Has the gunner identified the target and is his aim correct? Situation 2: Halftrack takes fire from the rear by a position of enemy riflemen. / Execution: The rear-MG opens fire immdeitately. / Check: Does the rear-gunner open fire immediately, on his own initiative, without order? Do the riflemen open fire if the MG jams? Is the jam fixed in the cover of the halftrack? Situation 3: Halftrack takes fire from an enemy MG position at 150m. / Execution: Race towards the enemy position, roll it over / Check: Has the gunner identified the target? Does the driver race to the target? Is the enemy position knocked out in close combat? Situation 4: While crossing a trench/ditch, the halftrack takes SMG and rifle fire from both flanks. / Execution: Fight the two enemy position with all weapons available. / Check: Does the crew on the right side of the vehicle target the enemy position on the right flank, the crew on the left the position on the left flank? Are the grenades on target? Is each soldier who is about to throw a grenade covered by a rifleman? It’s also important to check whether the co-driver, manning the board-MG, is adequately covering the jump-off/in and dis/re-mount manouvres of the squad.
  13. I agree that the threat of AT weapons would have forced the halftracks into battle taxi roles. The video posted above shows a rather lucky outcome: At 21:04, the leader of the Panzergrenadiers, riding in the halftrack, spots an enemy AT-gun and indicates its position to the tank destroyers by firing a flare at it. The tank-destroyers (behind the ridge) then quickly take out the AT gun. But what if the AT gun had spotted the halftracks first? ("Hyena, this is Greyhound, attention, enemy AT-gun, supress/knock it out!, I give a direction shot" - "Hyena, copy, over") The battle-taxi role is very important on the operational level, which is not present in Combat Mission. But if you play Command Ops 2 you will really start to appreciate mobilized or mechanized units. They can underrun your opponent's reaction cycle. I find halftracks very usefull on the defence in Combat Mission. I use them as artillery-proof (at least compared to the alternative - infantry in foxholes/trenches) and elevated (better spotting) heavy MGs. If you protect them well against heavy calibre weapons (use them in masked positions and locking down any approaches to them with AT weapons), they can be very usefull. They can also be used as a shelter against artillery by nearby infantry. On the offence, I find them much more limited, as moving against unknown positions gets them killed very, very fast. Ranges are often extremely short on Combat Mission maps, and players tend to give very high XP to most larger calibre weapons, so you get hit in a matter of 1-2 shots, even when moving fast. It's the same as with hulldown positions ("Oh, so you are a small target now! You think it's hard to hit you, huh? Take that!" BANG - pop!) Their main purpose on the attack for me is protection against artillery.
  14. On the topic of gunner-vulnerability: In my latest battle, my halftracks were quite successfull in keeping up their fire despite accurate small arms return fire (range was ca. 400m). The key is that you really need to engage frontally. Any slight deviation from the perfect 0° front (e.g. because of a panic reaction by the crew) quickly resulted in gunner-deaths. Note that distance helps a lot to keep the angle. The closer you are, the easier it is for the enemy to get around the gunshield. Also note that it might be a good idea to interdict manual aiming (by setting up fire arcs or using area fire), as manual aiming allows the gunner to traverse the MG+gunshield, which might expose him. This video (short starting scene) shows my halftrack in action (more to come in the proper AAR): http://www.thefewgoodmen.com/thefgmforum/threads/new-ladder-report-submitted.28286/#post-260041
  15. Unambigously... depending on soldier stance (stand/kneel/prone).
  16. Not directly related to the game itself, but a small collection of youtube links that might be pretty usefull for people like me who are not very familiar with warfare after WWII. There are probably many more videos out there in the vast spaces of the world wide web, so this list is far from complete. British instructional videos (1980s) https://www.youtube.com/watch?v=b1qgSrv1emo (recon patrol, part 1) https://www.youtube.com/watch?v=WB7cKWK5nH0 (recon patrol, part 2) https://www.youtube.com/watch?v=QuQJTLv2jV0& (fighting patrol, part 1) https://www.youtube.com/watch?v=qJoshHLU4v8 (fighting patrol, part 2) https://www.youtube.com/watch?v=hy0zu1oXRro& (field craft) https://www.youtube.com/watch?v=rMDdsXmkshA& (fighting in the woods) https://www.youtube.com/watch?v=ZgV5LY7oBpU (An unthinking moment) https://www.youtube.com/watch?v=24LRnE6HwVo (snipers, part 1) https://www.youtube.com/watch?v=Bbq9NMoZv2c (snipers, part 2) https://www.youtube.com/watch?v=aEKOku3jxmM (finding the enemy, part 1) https://www.youtube.com/watch?v=YBmz3zhzqms (finding the enemy, part 2) https://www.youtube.com/watch?v=hrubDDcygb4 (effect of artillery fire) https://www.youtube.com/watch?v=3zo5f6l-ZP4 (troop platoon tactics [tank + mech inf], part 1) https://www.youtube.com/watch?v=pDAQV4fMaUk (troop platoon tactics [tank + mech inf], part 2) https://www.youtube.com/watch?v=ciFnTiacaDU (section fire and manoeuvre, part 1) https://www.youtube.com/watch?v=S0mIm50Od8U (section fire and manoeuvre, part 2) https://www.youtube.com/watch?v=kvB9LzziqfA (section fire and manoeuvre, part 3) https://www.youtube.com/watch?v=UW5Qem8AHsk (map reading) (West-)German videos https://www.youtube.com/watch?v=Z3OB7sfGTEM (camouflage, 1993, part 1) https://www.youtube.com/watch?v=v2i1tkd_qaE (camouflage, 1993, part 2) https://www.youtube.com/watch?v=hof5V126f3U (camouflage, 1993, part 3) https://www.youtube.com/watch?v=RQaFyxNxZm8 (camouflage, 1993, part 4) https://www.youtube.com/watch?v=IHicBQFFHIQ (anti tank team, 1988, part 1) https://www.youtube.com/watch?v=QhdK6V9Wn6k (anti tank team, 1988, part 2) https://www.youtube.com/watch?v=1UZT-Y0Ziog (anti tank team, 1988, part 3) https://www.youtube.com/watch?v=XlMZZMxMqxc (anti tank team, 1988, part 4) https://www.youtube.com/watch?v=LEdbK3K2ctk (fighting in built-up areas, date?, chapter A, part 1) https://www.youtube.com/watch?v=YqY1C0zW30Q (fighting in built-up areas, date?, chapter A, part 2) https://www.youtube.com/watch?v=wicsKnklv9A (fighting in built-up areas, date?, chapter C, part 1) https://www.youtube.com/watch?v=2bugWXzfjUo (fighting in built-up areas, date?, chapter D, part 1) https://www.youtube.com/watch?v=W_XJrNGKglk (fighting in built-up areas, date?, chapter D, part 2) https://www.youtube.com/watch?v=C6bvlDNrqGA (fighting in built-up areas, date?, chapter D, part 3) https://www.youtube.com/watch?v=bdqClaVV_Uc (fighting in built-up areas, 1980s?) https://www.youtube.com/watch?v=dj2bjhgDlIU (tactics for the individual tank, 1957 - slightly out of our timeframe ) USA https://www.youtube.com/watch?v=EpCmJcw6W5Y (individual camouflage, 1967) https://www.youtube.com/watch?v=QUTW4ktu798 (sniper employment, 1992) https://www.youtube.com/watch?v=TF2wCUaLH8s (map symbols, 1966) https://www.youtube.com/watch?v=HAK8h4mqFsM (map reading, 1966)
  17. Besides all the detailed discussions of some of the suggested points, I thought it would be usefull to offer a compilation of all the suggestions so far. If I missed something, please let me know! Compilation of improvement suggestions so far (not including obvious bugs such as the "leave the trench"-issue) New orders/options for the players Ability to chain together several “target briefly”-orders in one turn. This should allow some weapons to suppress a larger front than just 8 meters per turn=minute (at the cost of reduced suppression intensity/reliability, of course). For some weapons (HE, MGs), firing at a 8-meters target for a full minute is an overkill and waste of ammo. Giving these units the option to spread out their fire would make them far more usefull in supporting an attack. For vehicles only, a very tedious work-around is to use multiple very short waypoints and plot target commands on each of them. The suggested feature would would contribute to the game in a slightly similar way as the feature that allows us to split up our squads: it reduces problems caused by an imbalance between "unit size/weapon capability", "grid size/resolution of space" and "turn intervalls/resolution of time". [Idea for implementation: "clear target" --> deletes all target orders given so far; target briefly --> adds a new target briefly order that gets triggered once any former ones have expired. Visually, a number could be added to the "target briefly" text] Option to lock a stance in order to let an infantry unit keep its LOS on a particular area – soldiers randomly go prone, which might lead to a loss of LOS on an area Dis- and remount orders for crew-served weapons (uses: “Shoot and scoot” for AT weapons – don’t pack up if you see that the tank is aiming at you!; Seek cover in artillery shelters/dugouts for weapon-crews, etc.) Editor & Scenario Design Fixed artillery fire-plans, set by the scenario desginer Option to leave some "friendly" troops under AI-control (or at least immobilize them), so that the player takes control only over a part of the friendly forces present on the battlefield Some option for scenario designers to disallow the attacker to creep along the edges of the map (movement restricted zones?) Quickbattles (including force selection) Ability to move units/formations up/down in the OOB Ability to copy/paste a formation/unit Right indent for units that are part of formations For modern titles: Electronic Warfare Strength should be chosen secretly by each player? A setting to give some initial recon to the attacker (not just in assault type engagements). Maybe the attacker could buy some “recce patrol” marker he could place on the map, and get a suspected contact if there is an enemy unit somewhere within the radius of the “recce patrol” marker. The quality of a recce patrol could have an effect on the "radius" of the marker. Ability to buy reinforcements (the later they arrive, the cheaper they are) “Typical only” toggle - if on, XP/morale stats of units are locked for the players. They need to deal with what they get Ability to create your own units from smaller pieces ("OrBat creator/editor for quick battles, and maybe even campaigns. / Make your own battalions, companies, etc. per point count and then use them -- like tabletop.") Option to save and load OOBs New equipment/units/mechanics/features Flares Trenches and field fortifications in general (narrow slit trenches, gun emplacements, pillboxes in more varied designs, hesco walls + nato wire for modern titles, fighting positions for vehicles, etc) Fluff / Aesthetics Some way to evacuate wounded soldiers (and reward it) When zooming in (Z/X hotkeys), the game should render the zoomed-in area in high detail Unit-icon toggle (alt + I ) should also toggle on/off target reference points More visible fog if the weather condition is “dense fog”. Windmills for Final Blitzkrieg Minor stuff (specific to individual weapons, units, etc) M40 GMC should switch to 155 HE if out of HEAT rounds, but still firing at tanks. Even that size HE shell would destroy enemy tanks. Ability to disembark from a bunker/shelter and let the unit move on in the very same turn Larger field or angle of fire for prone MGs – right now, the muzzle can only be horizontally traversed within a very narrow angle, which means that the gunner as a whole needs to move and reposition the gun. If prone, this takes lots and lots of time as the gunner is typically crawling to the new position. The shadow of the sandbags on top of the wooden shelter is missing/broken (?) in Final Blitzkrieg Slow velocity/curved trajectory weapons should be allowed to target reverse slopes (like mortars).
  18. Okay yes, so on closer inspection, I think it's just the sound of the artillery shell hitting the earth. Funny that it gets played slightly after/during the explosion sound. (I believed that this would be the sound of shrapnel projectiles hitting the earth.) You're right that "spawning" so many bullets would probably slow down the game.
  19. I'm pretty sure about that. I will see if I can get a video of it (I meant to say that the sounds may only occur IF you use a sound mod - which maybe gives you louder bullet-whizz sounds).
  20. Interesting. This also concurs with my "observation": Sometimes - not always - when you're zoomed in at an arty/mortar explosion, you can hear some bullet-whizzing sounds (might only happen if you use soundmods...). I suspect that this occurs when your camera is close to an actual "shrapnel projectile" that gets spawned by the explosion. It's also the reason why sandbags can work quite well in the game. Don't use them against direct fire (at the typical short CM ranges, the half-cover they provide is not really a good protection...). Use them to protect a position from shrapnel. E.g. if you place a sandbag behind a unit, then it will increase the survivial chance of your unit against artillery shells that land behind the unit (especially if the unit is prone, of course). I found sandbags to work pretty well in this role. I agree that directly sighted mortar fire should be your best chance to knock out an entrenched position (or parts of it). The problem that I see is that it happens too quickly/easily. I suppose that the best real life data you could bring as an argument would be to compare the area of mortar-shell dispersion and the width of a slit trench (according to field manuals: 0.6 - 2m). I've only found some data for modern mortars at ranges of 1000m & 1500m - I hope I haven't messed up the scale - I tried my best. Note that I placed the beaten zones directly over the target, and also, I don't know the wind conditions for this set of data: Now, with 1.5m, the trench in this diagram is already more on the broad side for a slit trench. But the trenches in the game look more like 3m to me which would quite drastically increase the chance of a direct hit. I suppose that mortars had a similar accuracy during WWII. The question is whether they became much more accurate at closer ranges. Supposedly not, as shells had to be fired at a steeper angle, which meant that they spend more time at relative low speed, "hanging" in the air at the peak of their trajectory, being more affected by wind etc. But I'm not an expert here. In the end, randomness/chance would play a huge role, but the fact that trenches are too broad still remains. From my experience in the game, trenches can be taken out quite easily by mortars. You don't need to assault a trench very often ... I'm sure that more detailed data must be available somewhere on the internet.... PS: Somewhat (but not directly) related topic: http://community.battlefront.com/topic/115702-killsuppression-radius-for-mortars/?tab=comments#comment-1541884 (It just tells us why you'd want your head to be below ground level ^^)
  21. Not really tips, but rather two thoughts: 1) For obvious reasons, many people choose a high experience level for heavy calibre weapons. That means that many weapons aim very quickly and score hits with the first or second shot, which makes the spotting game even more important and decisive than usual. 2) Many people have the mindset that they need to knock out all enemy positions. But sometimes, it would be sufficient to pass by a position. Tanks can move fast. Use this. If the ATguns' fields of fire are very narrow (many AT guns use keyhole positions), let your tanks sprint across it if the terrain is suitable. The AT guns might have a hard time to aim (aiming time increases with distance, afaik) and accurately shoot that quickly at a fast moving target. Also, if the distance is very, very short, the traverse speed of AT gun might be an issue against fast moving tanks
  22. Thanks for the tip. I will see if it works tomorrow. I was planning to test the trench primarily with hiding enabled (you need to hide to get any protection from the current trenches). I don't share the "crazy good protection" impression for units hiding in trenches. Yes, hiding ("taking cover") offers the protection you would expect from a trench against shells that land outside of the trench. If your head is below the ground level and you have a good helmet, arty can't knock you out that easily unless it lands really close or fuses/air burst ammo is used (more an issue in CM:BS were trenches are even more futile for this very reason). The suppressive effect and the effect on morale is modeled in the game though and I have no problem with it at all. My issue with trenches is that they're too big a target so too many shells score a direct hit and physically knock out your position. In fact, in the first test I ran, 3 shells (of 3x medium mortar tubes, heavy mission) directly hit the trench in the first minute of the salvo. I didn't mention it because it's not representative and just an anecdote, but it really confirmed my gut-feeling (there was at least one direct hit in the first round of all tests I've made so far). So, there is certainly no "total protection" for troops in trenches. My impression is that a trench can be knocked out in 1-2 minutes of accurate (direct mortar) and/or concentrated and/or very heavy calibre shelling. And that strikes me as unrealistic. Trenches (and by that I mean slit-trenches) should be harder to hit and require more shelling or be taken in an assault (with arty contributing suppression rather than physical damage). It will be interesting to take a look at more representative data (how many direct hits a trench suffers from battery type x in time y) once I figure out how to make my soldiers stay in the trench. The community can then discuss if the numbers are plausible. Another minor issue I have with the current trenches is that as they stand out from the ground so much, flat trajectory HE weapons (tank guns, AT guns) have a large target to fire at. If trenches were a smaller/lower silhouette target (as they should), these weapons would have a much smaller margin for error/inaccuracy and more of their shells would land farther off target (where they can't contribute to the suppression). Right now, tanks are incredibly effective against trenches as they can fire directly at the embrasure (which can sometimes - in rare instances - even take out soldiers that are "hiding" in the trench). need to test). As mentioned above, I don't think that trenches provide enough protection for hiding troops because too many shells land direct hits because the trench is not narrow enough. The second point is a different but also interesting topic. In some situations, CM makes you decide between staying alive (=take cover, be suppressed) or fighting.
  23. Unfortunately, you can't even test trenches because the "let's leave this trench!" issue is still there. Even without having suffered any casualties or injuries, my soldiers leave the trench and die a horrible death as soon as their suppression bar rises. These are elite troops and their morale state when leaving the trench was "okay" ... I think my troops in buildings suffered from a similar issue in my last H2H battle. When they were being shelled, they left one (stone) house to seek cover in another (stone) house ...
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