KG Erwin
Posts: 8981
Joined: 7/25/2000 From: Cross Lanes WV USA Status: offline
|
I. AT Guns in an anti-personnel role: earlier, I'd asked about ATGs using canister rounds against infantry. There is no provision for this type of round in the game. The US-USMC 37mm ATG was used against banzai charges in 1942-43, with devastating effect. The effect (at close range) was similar to that of a huge shotgun. However, this implies that the effect would only be lethal within ranges of at most 150 yards (3 hexes). In comparing the various 37s across nations, I find that the 37mm M3 has an HE kill of 4. Most (but not all) countries' 37s have HE kills of 2 or 3. While I have not tested this in-game, this leads me to believe that the US 37 could potentially be useful against infantry at close range. Now, this also exposes the crew to small-arms fire, but, in a desperate situation, they could stand and fight. I write this as an observation, as I regard the Japanese tank threat as negligible. Even the light M2 and M3 tanks could take out the early-war Japanese AFVs. Therefore, I'm trying to find some justification for even making a 37mm AT section part of my USMC core force. They were part of the Battalion Weapons Company, so for historical reasons, maybe they should be included. II. On-board indirect-fire artillery: aside from the mortars, the ubiquitous accompaniment to the Marines, throughout the war, was the 75mm pack howitzer. I long ago realized that these were useless in buying as off-board arty. So, as part of the support forces, I buy a battery of 75s to be placed onboard. Doesn't seem unreasonable. In a pinch, they could be used in direct-fire mode against enemy bunkers, and I will deploy that battery in a follow-up wave for an amphib assault. As a house rule, though, I do NOT buy 105s for on-board use, even though they could be useful in an amphibious assault. I regard my force as the spearhead, so I have to rely on the naval and air assets, plus those few 75s and my mortars, for immediate fire support in establishing the beachhead. III. The Combat Group/Team: for newer players, this is the toughest aspect to get a grasp on. I don't go with strict TOE command levels, like making the weapons company a discrete command element. Each of my three rifle companies is a separate maneuver element, with support derived from attached light mortars, machine guns, engineers and recon. The three tank platoons operate independently, and are shifted about as needed. I eschew the tank company HQ. IV. The Battalion Commander's Role: to me, my primary role is to assign fire support from the onboard medium mortars/arty and all offboard assets. Ideally, you'd get through the entire campaign without firing a shot from your pistol, but some of you might be tempted to get into the fight. Believe me, it IS a strong urge. In SPWaW, leading from the front can get you, and your entire battalion, in serious trouble. I learned this the hard way. If you just HAVE to get into the scrap, don't do it riding in a jeep. Buy yourself a tank to ride in.
_____________________________
|