Alright man... (Full Version)

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SeppDietrich -> Alright man... (3/21/2002 9:56:38 PM)

This whole defense thing is not going as easily as I had hoped. Yes, the enemy is thrust into an evil cauldron of fire as soon as they are within 5 hexes, but for some reason my veteran force is not supressing them at the rate I would normally appreciate and enjoy.

I play at home and at work, the DAK Long Campaign is at work, and the one I am about to mention is at home.

What do I do about the friggin 81mm Mortars those polish swine have from the very beginning in 1939? They know EXACTLY where my infantry are, and they hit with near pinpoint accuracy. I haven't been this annoyed by artillery/strike elements since I tried Preparing the Way and lost a whole company of infantry to a stupid german Bomber (not the stuka, the other piece of trash)

Another note:

I understand the german war machine pretty well. Military history is my hobby, my obsession, as I'm sure it is for many others on this board, and I've studied the thoughts of Guderian and Manstein (if you can think of any other GOOD German commanders who wrote WW2 after the fact books, please let me know) so I understand how I want my Kampfgruppe to operate.

I cannot for the life of me understand the British.

Americans are easy too, I'm one of them, basically just use superior numbers to attempt to overwhelm and supress the enemy into retreating, occasionaly maybe blowing up a Tiger or two, and even then more often than not it is with your infantry (sorry Jess, I guess if you're using diamond shells you could cut through that hull like butter ;). Noodge).

But the British. It's not like I don't try.

Anyway, new thought entirely as I continue to ramble on.

I've decided to take all LMG's out of the 9-12 man units. Well, 9-20 if you count poland and japan...which I guess you have to. My reasons? A LMG/MMG unit can't fire after it has moved, so why should the 9-20 man size unit, which has more firepower to begin with, be able to? To more accurately represent the requirement of leaving a nest and setting up ops somewhere else, I have decided to leave the MG's in their predesignated indiv. unit sized incarnation.

Now what will I replace that slot with, you ask? Well, in the Germans this will be pretty simple:

In a german Gruppe (squad), there would be approximately 10 men in the squad, yes?

2 men on the MG
5 Men with KAR 98s
3 Men with the MP38 or whatever.

I will simply lower the no of men per squad to 8, and put in the platoon organization:

GE Rifle Squad
MG34 Element
GE Rifle Squad
MG34 Element
GE Rifle Squad
MG34 Element

you get the picture.

Why I told you this, I have no clue.

Time to EDIT.

Anyone know where I can get a better OOB editor than came with SPWAW?




Larry Holt -> (3/22/2002 1:47:36 AM)

German squads were essentially built around their MGs. The rifle toting infantry was basically local security for the MGs. The MG there has lots of people to help it carry ammo, set up, etc. The MG in a separate unit did not.

Before WWII the British army was essentially a bunch of battalions used as a police force around the empire. They did not have a concept of divisional doctrine, etc. Your confusion as to their doctrine reflects their confusion too.




SeppDietrich -> Well then (3/22/2002 1:50:05 AM)

How can I inferr the inability of those MG's within the squad to move and be in a position to effectively lay fire down within the 1 minute span of the turn?




Paul Vebber -> (3/22/2002 1:50:58 AM)

There is a utility in the Chlanda folder in believe that lets you extract OOB data to a csv for spreadsheet import.

Note that turns are "several minutes" (I usually quote 2-4) - NOT a single minute long. PLenty of time for an LMG (particularly the German types) to be an integral part of squad firepower on the move.




SeppDietrich -> Oh wait (3/22/2002 1:51:43 AM)

I get what you mean.

Well then do you know of a way in the OOB I can make it so that yes, the MG can fire after being moved in the squad setting, BUT everyone's amount of firepower is lessened as a result of helping tote the crap?

And I'm still prolly gonna do the thing for the other countries...especially Russia.




SeppDietrich -> BTW (3/22/2002 1:53:05 AM)

According to my calculations, my DAK campaign will be in June after this battle is completed...what happened in June of 1941...hmmmmmm.

Maybe my battle hardened veterans should have a run at Barbarossa?




panda124c -> Re: Alright man... (3/22/2002 8:51:48 AM)

[QUOTE]Originally posted by SeppDietrich
[B]
Another note:

I understand the german war machine pretty well. Military history is my hobby, my obsession, as I'm sure it is for many others on this board, and I've studied the thoughts of Guderian and Manstein (if you can think of any other GOOD German commanders who wrote WW2 after the fact books, please let me know) so I understand how I want my Kampfgruppe to operate.
[/B][/QUOTE]
Actually a good book to read is Rommel's Infantry Attacks. You will learn a lot about infantry tactics and MG's. I read it and noticed a marked difference in my tactics in SPWaW.

On another note the German Light MG could be fired on the move there was a drum magazine but from the pictures I have seen a short belt was used more often, probibly not as heavy as the drum. I know the barrel would get hot so you could not hold it, well not quite the MG came with spare barrels and a glove (fire retardent, I can't spell it) to be used to change the hot barrel.

WWI taught all countries to base their infantry squads around the light MG, just the Germans did a better job of it.

You think the British drive you crazy try the Italians both are Colonial armies. When they go at it, it's a joy to watch. :D




Steve Wilcox -> (3/22/2002 7:14:12 PM)

Hi Sepp. In the German case, the squad's inherent MG is the LMG (Weapon #003 and 099 in the OOB editor for the MG 34 and 42 respectively) and the platoon's MG is the MMG/HMG (#004 and 005 in the OOB editor for the MG-34 and 42 respectively) as are the MGs found in the separate MMG/HMG sections and platoons. The range, accuracy, size, etc is greater in #004 and 005 so I assume these are the tripod versions while the inherent squad LMGs are the bipod versions, which are much more easily moved and set up. So it would appear that only the LMG versions can fire and move, not the MMG/HMG. In other words, I don't think it's broke, but one of the beautiful things about SPWAW is the ability to fine tune things in the OOB editor to suit one's preferences or vision of reality. Happy editing. :-)




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