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Re: OOBs way out of whack?
http://en.wikipedia.org/wiki/PPS-43
pps-43 which states the sight settings were 100 and 200 yards http://en.wikipedia.org/wiki/M3_submachine_gun M3 Which states the sights were fixed at 100 yards (so harrasing fire at 150 would be fine) http://www.saf.org/LawReviews/PSharpe1.html Thompson which is a good technical article on the Thompson Quote:
So, 150 yards or so is fine for SMGs in the game, especially since we have to realise that the infantry can be assumed to be anywhere in their hex, or to move to the area in question in the game turn if needed, so allowing grenades & satchel charges to be delivered to the next hex, ant-tank assaults and so on. The men in a section are not formed up in a close-order drill formation shoulder to shoulder at the centre point of the hex (even if the icon looks crowded at the figure/ground scale) - but are assumed to be tactically positioned throughout the area. (And the original game did not allow you to actually enter a hex containing enemy, remember! - melee code is our addition, way back in sp2ww2 days). Oh - and the code (not original SSI code, so I can mention details of that! http://forum.shrapnelgames.com/images/smilies/happy.gif! ) gives SMG a small accuracy boost at 1-2 hexes over other WT_PRIME_INF weapon classes (Firer is an SMG is determined by weapon type==WT_PRIME_INF and hekill>2 and weapon range<5. if i were actually to write a new game from the ground up, I would have WC_SMG, WC_RIFLE and so on .. would make determining exactly what the truck was shooting much easier in the code than a single WT_PRIME_INF class etc). SMG sections - I use them in my USSR campaign core, but as a back-up to the normal rifle companies, as tank riders and only as the lead in city fights, woods, etc. If you can keep the fight under 4 hexes, they are fine, but even with the LMG, if caught in the open by rifle enemy at >SMG range(not hard), they do not fare too well. Therefore, I usually upgrade one of the 3 sections in each platoon to a rifle (or LMG) section after 1-2 battles, to give some ranged fire to the platoon. Cheers Andy |
Re: OOBs way out of whack?
Hi Mobhack
Very interesting but can you show me where tank desent teams armed with LMGs come from? Ive yet to find a tank desent TOE that has anything else than ppsh. Best Regards Chuck. |
Re: OOBs way out of whack?
I'd say all tank dessant TOEs present are inherently inaccurate as tank dessant units were formed ad hoc, though preferably with SMG infantry. Now SMG squads were atleast supposed to have LMG, and I doubt very much they'd leave it behind. After all they had to count with situations where tank ios killed or otherwise away.
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Re: OOBs way out of whack?
If that is your world view of tank riders, then limit yourself to the versions with SMG only, then. Your choice.
Of course, the Russians were just like any other army - and experienced troops would "aquire" non-establishment weapons, like the mass use of captured panzerfausts. Since I have actually served in an army unit, I place very little value on any "official" TO&E chart. However, some "chartered accountant" type wargamers bow down and worship at the altar of the TO&E chart. Hint - the things are a guide to what some bureaucrats thought should apply, and not to the reality of actual units, especially those in combat. Now, of course, you could always enter "soviet tank rider LMG" into the well-known search engine called "google" and get results like Kursk where an SMG company is shown to have 9 LMG, which is 3 per platoon, and with 3 sections that is 1 per section. Which is, funnily enough - what we provide as one of the alternatives. You have the Mobhack editor, so you can make your own OOBS to fit your particular views, should you feel the need. If you do not like the sections with LMG, do not buy them, and if you are obsessed by a Soviet AI using them against you and swinging the entire battle because 10 elements of 200 or so have these wonder-waffen, then by all means, use Mobhack (its not hard) - and give them an X3 code. Mobhack allows you to have it your way. Andy |
Re: OOBs way out of whack?
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On full auto an AK is range-restricted simply because of the increased recoil (due to increased power AND lethality) of the round. A 7.62X54R is a rifle or medium machinegun cartridge and has FAR more recoil. Yes, a 9MM in a heavy submachinegun is controllable. But you are NOT going to get "rifle-like" accuracy out of it. The barrel is way too short (usually around 10 inches) and the smaller length, even with a folding stock extended, simply doesn't lend itself to good accuracy potential. I would imagine a whole platoon armed with submachineguns and firing them like mortars is going to cause the enemy to immediately take cover. But if they are firing those submachineguns from a range so far away that they aren't coming close to the people they are shooting at, then they are in for some bad mojo in the form of artillery fire. Will submachingun formations suffer if I drop it to one hex...most definitely. But that's a lot closer to reality than giving them long range killing power via some mortar-like firing of their weapons. I doubt very much any submachinegun users fired their weapons at long rifle ranges (over 100 meters) in real life anyway. Not unless they were suicidal and wanted to give their positions away. It's the same thing as having an M4 Sherman fire at it's maximum range at a Tiger tank and then expect it to survive the encounter when the Tiger can far outrange and outpower it. I am simply forcing the submachinegun units to be used as they were intended to be used in real life. If I am taking away some amazingly unrealistic abilities and advantages, then so be it. Those formations will just have to deal with it http://forum.shrapnelgames.com/images/smilies/happy.gif I will use submachinegun units in urban or heavily forested combat where they won't be instantly visible. They will just have to use stealth to accomplish their mission instead of depending on an unrelistic advantage from their weapons. If you REALLY want to know how the Thompson fires, I suggest you head over to the location where people who still own and shoot them post... http://www.machinegunbooks.com/forum...hp?showforum=3 Dep |
Re: OOBs way out of whack?
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It was a bit lighter in weight than the Thompson, but still not something I'd call "accurate" by any stretch. I am going to try reducing the range to 2 and then 1 hex to see how this affects gameplay and realism. Dep |
Re: OOBs way out of whack?
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Re: OOBs way out of whack?
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Dep |
Re: OOBs way out of whack?
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Dep |
Re: OOBs way out of whack?
Deputy, you are consistently mistaken the ability to fire a SMG over distance with chance of hitting something. Despite plenty of indication both by actual users of these types of weapons and historical accounts of their use you keep to your own strict view.
Please understand that this game is a model of reality and not reality itself and as such has to incorporate many different aspects. One of these is that rounds fired by smg's can travel quite some distance and still do harm. Hitting the specific target you aimed at is something else entirely. The game gives smg's a range below the distance the rounds can travel and do harm, so it's already limiting them more than 'reality'. And at more than 1 hex range they are inaccurate in the game. So if you want to be taken seriously here, do the work. Set up test scenario's and show us that smg's consistently do too much damage against targets at ranges of 100m or more. Make sure you include rifles and automatic rifles in your tests to show the relative effectiveness of smg's. As a playtester for this game I've done plenty of those sorts of tests myself. And I must say, I recognize very little of what you claim is wrong with the game. |
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