Khan7
Posts: 132
Joined: 7/27/2001 From: StL Status: offline
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Okay, people are getting off on some wild tangents here. People being distracted with dealing with the wounded, panicking, taking cover and not shooting-- all of this is simulated by suppression. Therefore we can only assume that casualties only represent people who were actually hit. Taking a squad out of action the way people have been talking about is represented in the game by 3 people going down and everyone else getting really suppressed and hitting the dirt. People getting frieked out and dispersing and laying down their weapons and fighting no more is simulated by (shock) infantry dispersal, which I'm sure you all have noticed happens quite frequently. And when infantry disperses, it is counted as the whole squad being wiped out as indeed it should be.
But back to the issue at hand, which is the number of actual CASUALTIES, i.e. people killed or wounded, not just people rendered "combat ineffective" (which, as I said, is simulated by suppression) caused by a single MG shot. I think the consensus here so far seems to be that a single burst or "shot" is unlikely to KO more than 3 or 4 guys (and people have just been trying to justify higher casualties by trying to equate suppression with casualties). M10Bob, our friend the Army Ranger, speaks of situations in which he has seen entire squads wiped out in a burst, but these (a) involve MGs operated by the feared elites of the US military, and (b) deal only with total ambush situations. I can definitely believe that if you have a squad leisurely moseying along across on open field with no idea that 400 yards away in the bush there is an MG pointed at them could probably be nearly all KOed with one very well-placed burst. But if you are dealing with infantry that is aware of the presence of an MG, an unskilled gunner, a gunner that is under pressure, a gunner that hasn't had time to spot and carefully zero in on his target before opeing fire, or a range of less than 300 or over 500 yards, you could expect the kills to be much lower. You can assume that as soon as the thing opens fire everyone in the vicinity is going to hit the ground, therefore making it very hard to pick off more than one or two guys at a time, even if there is no effective cover. This is of course GREAT for halting and suppressing and routing, and also works very well for killing, but probably not as well for killing as it does in 6.1.
So say you ambush one squad and wipe it out in one or two shots. Everyone else in the same vicinity will now know that there is an MG in the area, and will hit the dirt, therefore making it impossible for the MG to do to the next squads what it did to the first one. And at closer ranges it is, as one person pointed out, much harder to throw out any doomsday fire (this is why WW1 troops were trained to charge straight at an MG if they were ambushed at a reasonably close range (100-200yards). If they just hunker down then they are pinned and cannot move, even to retreat, without getting whacked, and the MG will just pick them off one by one. But if they charge then most likely enough people will reach the nest to wipe it out.)
Anyway, I will now leave these remarks here for others to comment on.
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Khan7
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