Raging Al Posted October 31, 2020 Share Posted October 31, 2020 Is anyone able to advise on the reload time for Nebelwerfers, please? I have a six launcher battery available and have used a short three launcher salvo, but since the strike further availability has been denied to my FO despite plenty of rockets unused. Nothing in the manual about reload times unfortunately. 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 31, 2020 Share Posted October 31, 2020 That's odd - if it says 'denied', that suggests the observer in the team is a casualty. 1 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted November 1, 2020 Share Posted November 1, 2020 I just checked. Opening barrage Nebelwerfer 41 the setup screen said first salvo immediately, second salvo in 12 minutes. But while playing (in Warrior mode) is says second salvo is coming in 6 minutes. Fast-forwarding through the turns 2nd salvo comes at 6 1/2 minute and was apparently one last rocket before the mission was over. 0 Quote Link to comment Share on other sites More sharing options...
John1966 Posted November 1, 2020 Share Posted November 1, 2020 I think it only ever says "denied" if the FO team leader has bought it. 0 Quote Link to comment Share on other sites More sharing options...
Raging Al Posted November 3, 2020 Author Share Posted November 3, 2020 Thanks all for your responses. Yes, correct, just noticed I’ve lost two out of the three team members and only the radio operator is still alive! Damn! I still an HQ team active. Will they be able to call in support? He has the “denied” message as well, so I assume it was only the FO himself that had permission. 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted November 3, 2020 Share Posted November 3, 2020 47 minutes ago, Raging Al said: I still an HQ team active. Will they be able to call in support? He has the “denied” message as well, so I assume it was only the FO himself that had permission. Yep, the heavy stuff needs an FO. 0 Quote Link to comment Share on other sites More sharing options...
StieliAlpha Posted November 3, 2020 Share Posted November 3, 2020 1 hour ago, Bulletpoint said: Yep, the heavy stuff needs an FO. And the Nebelwerfer are pretty useless, anyway. The only thing, they are good for is (in my experience), indeed a smoke screen. 0 Quote Link to comment Share on other sites More sharing options...
John1966 Posted November 3, 2020 Share Posted November 3, 2020 (edited) 4 hours ago, StieliAlpha said: And the Nebelwerfer are pretty useless, anyway. Well they take an awfully long time to arrive and aren't too accurate when they do, but they make a glorious bang. Edited November 3, 2020 by John1966 1 Quote Link to comment Share on other sites More sharing options...
Raging Al Posted November 3, 2020 Author Share Posted November 3, 2020 I love the attention to detail in this game, but what a waste of all that HE! 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted November 4, 2020 Share Posted November 4, 2020 Some, but not all designers do mention the long call in time and suggest creating your arty mission during the Set-up Phase. It's what I always do with them. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 4, 2020 Share Posted November 4, 2020 I think that Nebelwerfers were used en mass in operational-strategic maneuvers - ie obliterating miles of front. They are far too inaccurate for the small scale of CM scenarios. I cannot recall ever getting any desired effect from a barrage from one or two batteries. As someone else mentioned, maybe best used for SMOKE. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted November 4, 2020 Share Posted November 4, 2020 On 11/3/2020 at 2:22 PM, StieliAlpha said: And the Nebelwerfer are pretty useless, anyway. The only thing, they are good for is (in my experience), indeed a smoke screen. So working as intended then ... 1 Quote Link to comment Share on other sites More sharing options...
Raging Al Posted November 4, 2020 Author Share Posted November 4, 2020 I’m playing one of the stock R2V scenarios. They didn’t become available until 25 mins into the battle, so no chance of first turn use. Knowing how inaccurate they can be, I tried a short three launcher salvo (using a TRP) and they actually surprised me as to how close they came to target. Unfortunately I lost my FO before I could call in a second shoot as I was about to go large! 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 4, 2020 Share Posted November 4, 2020 "In 1930 the German General Staff had spotted a loophole in the Versailles treaty; they were effectively forbidden to develop heavy artillery but the treaty said nothing about rockets." https://ww2db.com/weapon.php?q=248 "Initially, Nebelwerfers were created for the use of chemical weapons, but in fact, they were used for firing high-explosive projectiles." https://www.warhistoryonline.com/instant-articles/german-rocket-launchers.html "The Nebelwerfer were a series of rocket-launching systems produced by Nazi Germany from 1934 through the end of World War II. The launchers were given their name as a method of disinformation to fool members of the League of Nations and combatintman. Since the literal translation meant "smoke mortar" or projector, the weapon system was overlooked under the assumption it was being designed as a defensive weapon to create a smoke screen." https://www.army.mil/article/222583/ria_self_guided_tour_nebelwerfer_41_150mm_multiple_rocket_launcher 0 Quote Link to comment Share on other sites More sharing options...
StieliAlpha Posted November 5, 2020 Share Posted November 5, 2020 (edited) 12 hours ago, Combatintman said: So working as intended then ... Yeah, sure. Speaking German I am well aware, what „Nebelwerfer“ means. Though, there is also the claim from Rudolph Nebel, that he developed them and that they were named after him. Anyway, I guess what we all want to see in CM is the „Big Bang“, not the smoke.... Edited November 5, 2020 by StieliAlpha 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted November 5, 2020 Share Posted November 5, 2020 1 hour ago, StieliAlpha said: Anyway, I guess what we all want to see in CM is the „Big Bang“, not the smoke.... Actually I'd like to use smoke more often. It's just not very viable currently, with the way the game mechanics are set up. If you want to werf enough nebel to really matter, you're going to pay several Tigers worth of points. Maybe in some rare cases, that will be worth it. 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted November 5, 2020 Share Posted November 5, 2020 2 hours ago, Bulletpoint said: Actually I'd like to use smoke more often. It's just not very viable currently, with the way the game mechanics are set up. If you want to werf enough nebel to really matter, you're going to pay several Tigers worth of points. Maybe in some rare cases, that will be worth it. You mean with regards to nebelwerfers or in general? Artillery often comes with a good dose of smoke rounds, which can certainly werf enough nebel to matter ;-). Haven't used that much rocket artillery in CM (and I can't remember I ever used them to smoke), but in my memory the HE rockets do cause a healthy amount of suppression and deadly against troops in the open. Against troops in cover they are less useful perhaps, although the heavier calibres have quite some HE power. Ideal for saturating a larger area with a lot of HE, right before an attack on the position (or ideally right when troops leave the assembly area and advance to contact). 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted November 5, 2020 Share Posted November 5, 2020 37 minutes ago, Lethaface said: with regards to nebelwerfers or in general? Artillery often comes with a good dose of smoke rounds, which can certainly werf enough nebel to matter ;-). Yes, but using the smoke means you also expend the HE. So it's a pretty expensive smokescreen. 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted November 5, 2020 Share Posted November 5, 2020 2 hours ago, Bulletpoint said: Yes, but using the smoke means you also expend the HE. So it's a pretty expensive smokescreen. Not in my experience? To clarify I can fire a smoke mission with duration maximum, using up all the smoke rounds But after that the HE rounds are still available for fire missions. The other way around was not possible IIRC; if HE rounds are out than the piece is shown as empty. Thank me later 0 Quote Link to comment Share on other sites More sharing options...
John1966 Posted November 5, 2020 Share Posted November 5, 2020 2 hours ago, Lethaface said: if HE rounds are out than the piece is shown as empty. Yeah, never quite understood that. How come HE is still there when the smoke is exhausted but the smoke disappears when the HE is used up? 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted November 5, 2020 Share Posted November 5, 2020 19 minutes ago, John1966 said: Yeah, never quite understood that. How come HE is still there when the smoke is exhausted but the smoke disappears when the HE is used up? Agreed, although I have learned to live with this after it's been like this that long; it would be nice to be able to use the smoke rounds when HE is depleleted. 0 Quote Link to comment Share on other sites More sharing options...
John1966 Posted November 5, 2020 Share Posted November 5, 2020 1 minute ago, Lethaface said: Agreed, although I have learned to live with this after it's been like this that long Quite. There's all sorts of oddities I just accept as part of the game after all this time. (My scouts got shot up by a Tiger in the open they couldn't see last night. I've stopped moaning about that sort of thing ) 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted November 5, 2020 Share Posted November 5, 2020 4 minutes ago, John1966 said: Quite. There's all sorts of oddities I just accept as part of the game after all this time. (My scouts got shot up by a Tiger in the open they couldn't see last night. I've stopped moaning about that sort of thing ) Lol, yes sometimes it's difficult to explain what you see. Although at the same time in most of the cases, it does a very good job. And with some imagination it's easy to explain that in some cases people just don't see stuff which they should see. Distracted, whatever. There is chance involved in whether someone can spot something, but the visual fidelity doesn't show a soldier looking at his mobile phone/watch/whatever when they draw bad luck. 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted November 5, 2020 Share Posted November 5, 2020 5 hours ago, Lethaface said: Not in my experience? To clarify I can fire a smoke mission with duration maximum, using up all the smoke rounds But after that the HE rounds are still available for fire missions. The other way around was not possible IIRC; if HE rounds are out than the piece is shown as empty. Thank me later I'm going to thank you now if that is true, because I had no idea it worked that way. Whenever people have brought this up on the forum, they have always been told that this is due to each battery only assigning a certain amount of "lanyard pulls", so if you fire shells as HE, you won't get them as smoke. But now I see that was just a smokescreen to explain away a bug. 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted November 5, 2020 Share Posted November 5, 2020 @Bulletpoint Best leave the gags to Sandi. 0 Quote Link to comment Share on other sites More sharing options...
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