Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Semi-Interactive AAR: Return Road to Kharkov

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Panzer Command: Ostfront >> After Action Reports >> RE: Semi-Interactive AAR: Return Road to Kharkov Page: <<   < prev  1 [2] 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 8:27:17 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here are the plots for Turn 3, just getting everyone into position and moving up the 3rd Platoon to a reserve position until I hear more advice regarding how to use it.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 31
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 8:37:27 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Ok, Turn 3 Finished! Everyone is in position now. Here's the latest look at the map.

I need some more input and advice now. No enemy contact so far - the woods objective did switch to our control due to proximity, but we haven't gone far enough in to truly scout the woods yet. Proceed with the plan for 1st and 2nd platoon and send them further in to clear the woods? Keep the Panzers where they are for support or send them out on the flank to the crest or farther out to the right edge of the map?

What about 3rd platoon? Keep it in reserve, send it into the woods to support 1st and 2nd platoons, or send it around one flank or the other?

I will run the next turn in about an hour, so please get me your feedback by then!






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 32
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 9:40:31 PM   
Plodder


Posts: 1001
Joined: 7/28/2003
From: New Zealand
Status: offline
We should keep our options open for the moment and stick with the plan.Keep 3 Plt. in reserve for the moment.


_____________________________

Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."

(in reply to Erik Rutins)
Post #: 33
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:02:56 PM   
jamespcrowley

 

Posts: 424
Joined: 6/10/2003
From: Chichester UK
Status: offline
I would be inclined to keep 3rd platoon on the road but move it towards a parallel postion with 2nd platoon's current position. It is doing no good where it is and will then be in a position to help 1st or 2nd, if required.
What LoS do the panzers have - can they see beyond the next tree line in the direction they are facing towards the limit of the map? If not, I would consider sending a section forward to that tree line, with the HQ and remaining section on overwatch. 

_____________________________

Cheers

Jim

(in reply to Plodder)
Post #: 34
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:11:46 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Ok, thank you to my "war council" for your advice. Based on your comments, I will keep 3rd Platoon in reserve, but move it forward halfway towards the 2nd Platoon position. I will also move a section of Panzers forward, as the platoon's LOS currently ends at the treeline thats on the crest of the field.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to jamespcrowley)
Post #: 35
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:17:27 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here are the plots for Turn 4. I've set 2nd Platoon to Bound forward. You can see the squad with the solid line is moving this phase, while the others with the transparent movement line are covering. They will switch in the next phase. 1st Platoon is Advancing. The Halftracks are also Advancing in support of 2nd Platoon. Let's see what we find in the woods!

3rd Platoon did a Regroup -> Wedge to a reserve position closer to 2nd Platoon while still remaining available for movement in any direction.

The Panzer IIIL platoon switched to Engage orders and I kept the three on the left (that are closest to the infantry) on Engage->Hold so that they would automaticlaly provide fire support on any targets they spot, while the two on the right are on Engage->Move and heading for the next treeline to see what they can see.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 36
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:22:46 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We have CONTACT! Here's a view of things from the HQ Panzer's position. You can see the section ahead and to the right. They spotted some Soviet tanks ahead once they got up that slope. I'll show you in the next few screenshots.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 37
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:24:46 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here's a view from the Panzer section on the right. You can see that they are being targeted.







Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 38
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:25:49 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here's a look from the turret of the rightmost Panzer.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 39
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:27:54 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
And here's the view from the enemy side - five T-70s in total (that I can see), targeting me from 530 meters away.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 40
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:32:03 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here are the T-70's specs. Making a very "quick and dirty" comparison, at about 530 meters it has around a 30-40% chance of hitting us with an AP shot and it has a penetration of 4 at that range. Our own APHE shot has about a 70-80% chance of hitting at that range, with a penetration of 6. Our average front armor is about 6.5 (mostly 6s and 7s), theirs is about 5.5 (mix of 4s and 7s).




Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 41
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 10:36:45 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
So, I'll wait for more input and do another turn or two this evening.

There's no contact in the woods, so I will keep moving up there until we make contact, unless advised otherwise.

The main question now is what to do with the Panzers? Bring up the rest of the platoon? A quick tactical withdrawal with the section that is being targeted or should they start exchanging fire, given the Panzer IIIL's superiority to the T-70 at this range? Something else?

Should I continue to keep the 3rd Platoon of Panzergrenadiers in reserve?

Here's an overview shot to help you plan.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 42
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:06:54 PM   
[hirr]Leto

 

Posts: 17
Joined: 8/25/2010
Status: offline
What are the potential % chances for gun damage hits and track immobilizations for the T-70's on the MK III's at that range? 5-2 is not a good set of odds, even if the larger force is inferior... I guess I'd like to know how the secondary damage system works.

Cheers!

Leto

(in reply to Erik Rutins)
Post #: 43
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:22:28 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi Leto,

Whenever a shot hits, the location is determined. In this case, it looks like the T-70s would be to our front, though slightly to the side. The specs for each vehicle have a number for each location. Top Deck and Top Turret are not accessible from this angle, so we're looking at locations 1-10 from the front.

Two of those are track locations, which on our Panzer IIILs have an armor value of 2. Five of those are Hull locations, with armor values 6, 6, 9u, 7s10, 7s10 (I explained these values in another thread). The last three are turret locations with armor values 7s10, 6/7s10 and 8s10.

The locations in general go from bottom to top, with 1 being the lowest track location and 10 being the highest turret location on the vehicle.

If we are hull down to the T-70s (I don't think we are, but if we back up a bit we might be) then the lower locations, including the tracks, could not be hit by their shots. Instead you'd see "ground hit deflected" if the shell would normally have hit those (and would hit the ground instead).

If they hit our tracks with a penetration of 4 vs. an armor of 2, there's still the variable penetration to consider and then they have to make their "D"estruction roll for their ammunition type (about a 30-40% chance for the T-70's 45mm AP), which means they are not guaranteed to cause damage to our tracks even with a hit. It takes two penetrating and damaging track hits to fully immobilize a vehicle, or one penetrating and damaging mobility hit (through the hull armor).

Hits on the turret can cause gun damage, so that's three out of ten locations, but again they would need to penetrate and damage. Any penetrating hit into the body of the tank has a number of critical damage types it can cause, up to and including destroying the vehicle in one shot, killing a crew member, damaging the gun, damaging the engine. The damage table is different based on where it penetrates, but any penetrating turret hit could cause gun damage.

Any hit, even if it doesn't penetrate, can also Stun the tank. The 45mm AP has a very small chance to Stun though.

Regards,

- Erik

< Message edited by Erik Rutins -- 8/26/2010 11:27:50 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to [hirr]Leto)
Post #: 44
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:25:19 PM   
[hirr]Leto

 

Posts: 17
Joined: 8/25/2010
Status: offline
Which of the turret categories = the gun? I take it that the same principles would be applied to the damage or destruction of the gun?

Cheers!

Leto

(in reply to Erik Rutins)
Post #: 45
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:26:48 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Just edited my post above - any turret hit could potentially cause gun damage.

Also worth considering is that our ROF on our main gun is significantly higher than theirs. We can probably get 2-3 times as many shots off in the same time frame in ideal conditions.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to [hirr]Leto)
Post #: 46
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:30:05 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
I should note that we currently do have flank shots on a lot of those T-70s. Their turrets just started turning towards us, but they have not yet turned their hulls. Their side hull armor is much weaker, but they could also turn their hulls at any time. Keep this in mind.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 47
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:41:21 PM   
[hirr]Leto

 

Posts: 17
Joined: 8/25/2010
Status: offline

quote:

ORIGINAL: Erik Rutins

Just edited my post above - any turret hit could potentially cause gun damage.

Also worth considering is that our ROF on our main gun is significantly higher than theirs. We can probably get 2-3 times as many shots off in the same time frame in ideal conditions.

Regards,

- Erik



Thanks Eric,

I just read the Tank Data thread. What are the probabilities assigned to gun damage on any turret hit? I know that size and type of shell are probably important, but I would like to know exactly how this works (I am such a pain in the arse I know).

: )

Cheers1

Leto

(in reply to Erik Rutins)
Post #: 48
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/26/2010 11:43:21 PM   
british exil


Posts: 1686
Joined: 5/4/2006
From: Lower Saxony Germany
Status: offline
ACHTUNG PANZER!!!
I would think the panzer leaders would shoot the "Ivan" before he could get a shot in. All enemy are in a perect position to be shot at, the Soviets are also heading towards the village= cover from the panzers and danger to advancing Pzr Grenadiere.
Plus the Soviets can manovere out to their right onto the ice and try to get into a better position.
The Panzer must shoot now or they lose the iniciative.

Mat

_____________________________

"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

WitE,UV,AT,ATG,FoF,FPCRS

(in reply to Erik Rutins)
Post #: 49
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 12:23:04 AM   
Peterk1

 

Posts: 121
Joined: 5/4/2003
Status: offline
Start shooting. Hold position with the two panzers.
Rush the other Pz III's up to the same line and even up the odds. Let's gamble there aren't any ATGs hiding that held fire.
3rd platoon INF a little tighter against 2nd Platoon. Inf keep pushing forward.

Really fun idea with this Erik!

(in reply to british exil)
Post #: 50
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 12:40:33 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: [hirr]Leto
I just read the Tank Data thread. What are the probabilities assigned to gun damage on any turret hit? I know that size and type of shell are probably important, but I would like to know exactly how this works (I am such a pain in the arse I know).


Hi Leto,

Basically, it has a chance to damage each location once it penetrates the armor and is inside the turret. The chance depends on its "D"estruction rating. For a turret hit from the front, that could be the main gun, the tank commander or outright destruction of the vehicle. Depending on the damage rolls, a penetrating hit could cause none or all of those results. I guess in the most basic sense that would mean that the Gun is 1/3 of the locations for a penetrating turret hit, but each penetrating hit has only about a 30% chance to damage the gun based on the 45mm AP stats and the 45mm AP has a fairly small chance of penetrating the turret.

The chance to damage the main gun per 45mm AP hit is therefore pretty small, though I haven't run the exact numbers as it gets pretty complex with the different possible hit locations for each hit and the variable penetration effects. That's what the game is there for, to do all those calculations.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to [hirr]Leto)
Post #: 51
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:11:50 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Ok, based on the advice so far, I will move up the rest of the Panzer Platoon. Meanwhile, the infantry will continue to move up, with 3rd Platoon as a close reserve. Next turn coming...

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 52
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:22:02 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here are the plots for Turn 4. I decided to target the two lead T-70s. The other Panzers are moving up with Engage->Move orders while the advanced section stopped moving and is using Engage-Target to fire APHE at those T-70s.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 53
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:26:20 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here's a look at the first 40 seconds of action. We manage to score five hits. Three are deflected, but we manage to cause mobility damage on the first T-70 and get a track hit on the second. All the T-70s did turn towards us and engage and they are actually moving to close the range. The first two have buttoned up thanks to our hits.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 54
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:28:06 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here's the view from the T-70s...






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 55
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:32:13 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here we are after a full 80 second turn. Two T-70s are effectively immobilized. The other three are trying to close the distance and returning fire sporadically as they move. So far no damage to our Panzers, however we haven't been lucky enough to destroy any T-70s as most of our hull hits seem to be bouncing off the stronger sloped armor. The full platoon is up now and we have no new contacts in the woods, so I will run one more turn with the same orders - to continue engaging the T-70s while the infantry keeps moving ahead in the woods.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 56
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:36:42 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
That last was actually Turn 5. Here are the plots for Turn 6.

Note that Panzer Command has full relative spotting, which means that each unit only gets to see what it actually sees and this is computed through a combination of terrain map and 3D LOS "ray" calculations. LOS calculations were improved again for Ostfront, so they are faster and more accurate than in Kharkov or Winterstorm.

You can see here that the selected Panzer IIIL can only see three of the five T-70s. When you have no unit selected, you see all the enemy units that are spotted by any of your units (basically the union of all LOS results), whereas when you select a unit the game shows you only what the selected unit can actually see.





Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 57
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:38:07 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
If we put ourselves in the turret of that Panzer IIIL, we can see that the slope blocks its LOS to the other two stationary T-70s.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 58
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:42:13 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
With the full platoon firing, we score our first kill with a turret penetration. The T-70 does not explode, but it's no longer operational. We manage some hull penetrations too, but with no apparent effect.

We do take more return fire, though it is inaccurate, but one of the misses seems a bit "larger" than the others. Indeed, the shot came from beyond the T-70s and our tankers spot something else in the woods beyond the road... you can see it in the distance and on the minimap.






Attachment (1)

< Message edited by Erik Rutins -- 8/27/2010 1:43:01 AM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 59
RE: Semi-Interactive AAR: Return Road to Kharkov - 8/27/2010 1:44:24 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
...and here's what just shot at us.






Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 60
Page:   <<   < prev  1 [2] 3 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Panzer Command: Ostfront >> After Action Reports >> RE: Semi-Interactive AAR: Return Road to Kharkov Page: <<   < prev  1 [2] 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.484