Bulletpoint Posted August 10, 2017 Share Posted August 10, 2017 On 8/3/2017 at 10:46 PM, Erwin said: In these scenarios where ranges are in the 100m-300m range, SMG's are most useful. On 8/3/2017 at 10:46 PM, Erwin said: in RL, most combat is at longer ranges, so rifles are more useful. Are rifles supposed to be useful beyond 300m range? In the game, they seem to be useful up to about 250-300m range, as far as I can see. 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted August 10, 2017 Share Posted August 10, 2017 I genuinely miss the large maps of CMx1. Maneuver and terrain certainly mattered much more. 0 Quote Link to comment Share on other sites More sharing options...
DMS Posted August 10, 2017 Author Share Posted August 10, 2017 2 hours ago, Apocal said: Nope. Nine submachine gunners and four more submachinegunners in the HQ team. As is written in document above, machiengunners and snipers stay in SMG platoon. Like in mechanised battalions in the game now. It's interesting, why developers removed TO&E "B". 0 Quote Link to comment Share on other sites More sharing options...
Apocal Posted August 11, 2017 Share Posted August 11, 2017 (edited) 17 hours ago, DMS said: As is written in document above, machiengunners and snipers stay in SMG platoon. Like in mechanised battalions in the game now. It's interesting, why developers removed TO&E "B". Why did they remove AA vehicles' ability to shoot down aircraft from the initial versions of CMx2? Why did they remove the ability to purchase divisional artillery as on-map assets? Why did they remove the ability to directly set ammo levels in units? Why did they remove the in-game information display for units? Why did they remove the ability to set any time for a fire mission to go off, not just five, ten, etc.? I don't know. 19 hours ago, DougPhresh said: I genuinely miss the large maps of CMx1. Maneuver and terrain certainly mattered much more. I wouldn't say it mattered more in CMx1, except in the sense you could get away with a lot of silly things by hanging out in a woods tile. Like slurping up all the opposing AI infantry's ammo in five minutes flat and merely walking up to blow them away. Now, you really, really have to pay attention to little dips and rises, microterrain opportunities for cover/concealment, which side of a building has doors and windows, etc. Unfortunately, the effect is frequently more frustrating and "work" than really having fun exploiting the possibilities, so my opinion is mixed. Certainly CMx1 was more favored to the sort who favored bold movement to decide battles. CMx2 feels more like an extended, chaotic brawl thanks to relative spotting. Edited August 11, 2017 by Apocal 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted August 11, 2017 Share Posted August 11, 2017 I think he was saying that CM1 had more opportunities for maneuver on the larger CM1 maps. CM2 tends to feature cookie cutter assaults where one cannot recon or flank with mobile forces. There is usually little need for mobility in CM2 since units can walk over the map fairly quickly and there is little use for recon vehicles. However, the greater detail in CM2 does tend to make a huge scenario that would be fun in CM1 almost unplayable in CM2 0 Quote Link to comment Share on other sites More sharing options...
DMS Posted August 23, 2017 Author Share Posted August 23, 2017 On 11.08.2017 at 11:10 AM, Apocal said: Why did they remove the ability to purchase divisional artillery as on-map assets? Well, divisional artillery up to 122mm howitzers on the open positions, supporting attacking infantry by direct laying fire - "visit card" of RKKA of the late war period. It's bad that it was removed. By the way, in the game cannons are too easily supressed. Steel shields must defend crew (at least gunner) from 7,92 bullets on large distance. 0 Quote Link to comment Share on other sites More sharing options...
Apocal Posted August 23, 2017 Share Posted August 23, 2017 (edited) 1 hour ago, DMS said: Well, divisional artillery up to 122mm howitzers on the open positions, supporting attacking infantry by direct laying fire - "visit card" of RKKA of the late war period. It's bad that it was removed. By the way, in the game cannons are too easily supressed. Steel shields must defend crew (at least gunner) from 7,92 bullets on large distance. Yeah, putting regimental and divisional pieces into the AT network or even as direct fire support was such a standard Soviet practice I can't think of any justification for not including them as on-board assets, especially not when the 150mm SIG managed to find its way on-board as far back as CMBN. Suppression is fine, even with a gun shield. The gun shield itself is pretty small and I have no trouble imagining it is very difficult to service the piece while staying completely protected behind it. Edited August 23, 2017 by Apocal 0 Quote Link to comment Share on other sites More sharing options...
HUSKER2142 Posted August 25, 2017 Share Posted August 25, 2017 The Ministry of Defense of the Russian Federation laid out the documents of the Wehrmacht and Red Army from July 1942 to February 1943 at the Stalingrad Front. Documentation will be replenished gradually and for the most interesting will have to go to archive. http://stalingrad75.mil.ru 0 Quote Link to comment Share on other sites More sharing options...
DMS Posted August 27, 2017 Author Share Posted August 27, 2017 On 26.08.2017 at 3:47 AM, HUSKER2142 said: The Ministry of Defense of the Russian Federation laid out the documents of the Wehrmacht and Red Army from July 1942 to February 1943 at the Stalingrad Front. Documentation will be replenished gradually and for the most interesting will have to go to archive. http://stalingrad75.mil.ru There is a good example of assault group for urban combat. (Sidelnilkov's group in Stalingrad) I don't know, will Battlefront make game about Berlin operation or about battle in Konigsberg? If so, such TO&E would be usefull. Though, it can be easily done in the game now renaming platoons and adding specialist teams. Translation: 3 squads, in each 2 six-men teams - assault group. 3 hmgs, 4 lmgs, 6 atgs, 2 50mm mortars, 2 snipers, 2 sappers - support group. Reserve - 15 men. 0 Quote Link to comment Share on other sites More sharing options...
DMS Posted November 11, 2017 Author Share Posted November 11, 2017 I found order about SMG platoons in every rifle company. So it is true, in every rifle company was a SMG platoon. With exception to poorly equiped divisions with low SMG number. Other 2 platoons of rifle company had only 4 (reduced OOB) or 5 (full OOB) SMGs. Leaders of squads and platoons. Average division had 1200-1400 SMGs. ORDER OF THE HIGH HEADQUARTERS No. 46175 ON THE REARMING OF RIFLE DIVISIONS BY AUTOWEAPONSMay 23, 1943In order to strengthen the fire of the automatic weapons of the rifle company, the Supreme Command orders: 1) Rearm in each rifle company of rifle divisions and brigades of the acting army all personnel of one infantry platoon, replacing rifles with SMGs. The number of light machine guns in this platoon is the same as before. In the remaining rifle units, to arm with SMGs only commanders of squads, platoons, companies and battalions. 2) Re-equipment is to be carried out primarily in rifle divisions and brigades, which are in the reserve of armies, fronts and in the reserve of the stavka. 3) The Chief of the General Staff, in conjunction with the head of the GAU, order and priority of rearmament by rifle divisions and brigades of the acting army, with the expectation of finishing the rearmament of reserve divisions and brigades in a month's time, and the remaining divisions and brigades - not later end of July. 4) Commander of the fronts and armies immediately organize training of submachine gunners and practicing tactics small arms in all kinds of battles, given the presence in the company of one platoon of autogunners. 5) Report on the rearmament of the weapons to 1, 10 and 20 June and July p. inHeadquarters of the Supreme Command I. STALIN 0 Quote Link to comment Share on other sites More sharing options...
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