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An example of combat ineffective rates in real combat
Hi all. This question has been bothering me for a while and I've brought it up before.
Infantry in WinSPMBT would seem ridiculously fragile at first glance, with a typical US infantry squad being able to cause hundreds of enemy casualties using its base ammo load. But when you consider that the vast majority of these "casualties" aren't actually killed or wounded, it starts to make sense. Here are some examples plucked from the internet of how high combat ineffective rates are relative to direct casualties in combat. http://www.militaryphotos.net/forums...in-Combat-Loss Quote:
http://americandigest.org/mt-archive...econd_look.php Quote:
http://en.wikipedia.org/wiki/Combat_stress_reaction Quote:
Furthermore, there's several soldiers out of action taking care of each wounded. And the section leader has a 50% chance of being injured once half of his squad are. So this doubles ineffectiveness rates. http://books.google.com/books?id=XaY...ounded&f=false In Chechnya, about 72% of soldiers suffered mental disorders after combat. That's about 3 psychological casualties for every healthy. http://www.historynet.com/men-agains...ietnam-war.htm Quote:
http://boardgamegeek.com/thread/9578...-to-in-real-in Quote:
So taken all together, a single killed or wounded casualty might wipe out an entire squad's effectiveness. The high bullets/kill ratios in real armies may be analyzed in the same way. http://www.ar15.com/archive/topic.ht...&f=16&t=323739 Quote:
For every kill, there's two wounded. That means 80,000 rounds per KIA/WIA. For each of those, there's one CSR casualty. This means 40,000 rounds per combat ineffective. 20% of the enemy unit will not even fire its weapons in combat. So that means 30,000 rounds per each enemy actually fighting back. There are about four people taken out of combat caring for each wounded. So that's 8,000 rounds. After half the enemy unit is taken out, its squad leader is hit. So we're down to 4,000 rounds. Once half of a company is taken out, the company commander is likely down. So that doubles the effectiveness of small arms fire down to 2,000 rounds. Given that the battalion commander is likely to get hit on the front line, that's 1,000 rounds per "kill" to cripple a unit. Finally, as little as a 10% casualty rate can make the unit ineffective. So in all, a unit can become disorganized after only 100 rounds fired at it per soldier. Given that WinSPMBT sections have about ten men firing ten rounds each per shot, each WinSPMBT "shot" represents about 100 rounds fired. So the high hit rates in the game, near 100% with Western armies firing at targets in open terrain, make sense. Although the effects on the enemy unit may not be so evenly distributed in real life. Anyway, this isn't really an objection to how the game works, it just shows how ingame infantry loss rates aren't that unreasonable for anyone else who may have the same question. |
Re: An example of combat ineffective rates in real combat
Its much more complex than that, training & what you are fighting for make a huge difference hence the reason we have experience & morale that varies by nation & time.
The amount of rounds fired always stagers me & its why armies went to semi auto rifles so suppression is more effective as that's what most shots are doing. Remember however these figures normally include the likes of MGs etc including vehicle & air. Also the US army are a bit err liberal with their use of firepower. On a side note Russia was not to worried about ATGMs till the stockpiles grew as they thought stocks would soon be depleted, many nations though still have very limited supplies. Your Vietnam example is a good one & if I remember US army training was modified due to it. In green units the figures were far worse more like only 3 or 4 men returned fire. This was also fairly common in WWII for a some nations. When a unit becomes combat ineffective depends on many things, mainly training. But what you are fighting for also makes a big difference. Brain washed for a cause, defending home soil especially if your family is just behind your lines creates fanatics. Or as a major example whatever was instilled into the Japs in WWII. The US sending camera teams along with Marine landings etc is another example, Johnny's not going to hide in front of Ma & Pa. Fighting to the last man & combat effectiveness are 2 different things however. Kill the right man in a squad & it could become combat ineffective virtually straight away. Conversely if he survives its possible for him to instil acts of valour in a few remaining men. |
Re: An example of combat ineffective rates in real combat
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It makes sense that training would be a big factor. Also ammunition supply. Some of the insurgent armies in the game are very ragtag in real life with only a handful of bullets to go around per man. The high ammunition expenditure in Western armies isn't that unique though. http://www.ww2f.com/topic/26670-ammu...on-total-tons/ http://www.sturmvogel.orbat.com/WarEcon.html Quote:
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Re: An example of combat ineffective rates in real combat
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Consevation of ammo was a big issue late in the war for germany as most of her factories were bombed,it got so bad that they had reserve fire until certain of a hit or else had little else for defence. In game terms,this is not reflected,except some air units evaporate, but not many have had an issue with supplies,,, not all nations can be tracked per date time and avail. supplies of said nation. |
Re: An example of combat ineffective rates in real combat
Combat effectiveness is at it's base a factor of morale. And morale is made of a number of factors, some being...
Training Dedication to their cause Knowledge of what your opponent will do to you if you lose Loyalty to your squad mates If you look thru history you can find numerous examples where even one of these factors gave one side an advantage. And others where the same factor causes one side to route after superficial contact with their opponent. WinSPMBT gives each nation/OOB a Training and Morale level, which can be, and in many cases is. altered decade by decade. In addition certain formations can be given modifiers (positive or negative) to the national defaults. Older versions of the game even had a "breaking point" where a sides moral collapsed and they broke easier and were harder to rally once a certain level of losses was reached (and I for one rather wish it still existed - it's annoying to have to kill every single unit or wait for the turn limit to bring a scenario to and end). Ammo usage really tends to be a factor of training and availability. Western nations tend to have superior logistics thus can afford to use more ammo. But take something like the SAS or SEALs and they can produce amazing results with very little ammo, they're trained to use their weapons efficiently AND know they have the ammo they're carrying and aren't likely to get a resupply. |
Re: An example of combat ineffective rates in real combat
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I have experienced many cases where enemy formations (even those perfectly healthy squads) were retreating and routing all the time after a general collapse (too many casualties, unit leaders chopped off, etc). |
Re: An example of combat ineffective rates in real combat
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On ammo use comes down to training & doctrine I suppose. Covering or suppressive fire is doctrine if its done on purpose. Simplifying it theres probably 2 mayor types of troops. Those that pop their head up take a quickly aimed or pot luck shot & duck down behind cover before they get shot. & The ones that stay on post waiting for the guy they have seen doing the above to put his head up again in the same place. |
Re: An example of combat ineffective rates in real combat
Interesting thought exercise. I have to say I never considered the infantry in game too fragile. If at all, I usually find myself wondering who in the world would keep fighting like some troops do in game. Assaulting AFVs, a common occurrence in game, seems pure insanity to me...Than again I generally consider infantry types to be a bit nuts:)
Frankly, I think alot depends on the time and place, not only the unit itself. I believe the same unit can break from 10% loss or keep fighting with 30% losses. IRL if you took 10% but you see that really the only possible outcome is death and defeat you will probably route, on the other hand if you take 30% casualties but the battle is still winnable you may very well fight on...Consider that the IDF 188th armored fought on until it was physically gone- 90% or so tank loss(started the 1973 war with ~70 tanks and finished with less than 10, removed from IDF OOB officially!). |
Re: An example of combat ineffective rates in real combat
which come to think about, and sorry for double posting, brings me to a very important thing about combat ineffectiveness- the better trained your lower rank commanders are, the less effect losses have. Some 2nd and 3rd rate forces just dont have anyone to replace battalion and company COs...so if they die or get injured the whole unit is worthless. This is due to lower officers and NCOs being basically poorly trained or worse encouraged to blindly obey orders from upper levels without independent thought.
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Re: An example of combat ineffective rates in real combat
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I'm not saying this analysts was correct, merely that it was what we were taught. |
Re: An example of combat ineffective rates in real combat
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Cant remember where exactly but on D-Day some paras landed well off target & were attacked by 2nd line troops. Stroke of luck they found the command post & put a bazooka round into it, the attack collapsed shortly after. |
Re: An example of combat ineffective rates in real combat
Definitely a snipers role. Post Vietnam USMC snipers act more as scouts. Thus unless it's a really high value target, they're specifically on a Sniper mission, or the feces has hit the fan they don't bother with junior officers.
But if you notice someone giving orders (s)he becomes your primary target. |
Re: An example of combat ineffective rates in real combat
:) and with all my great luck I was moved from being a tank commander to riding with the Battalion CO...:) Bullet magnet.
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Re: An example of combat ineffective rates in real combat
Generally infantry toughness in the game seems random. I've seen infantry squads being shot and shelled in the open for a turn with no or one casualty and I've seen them wiped out with a single salvo or lucky artillery shell in other insances(I still remember a japanese 155mm shell wiping out an 8 man soviet mechanised rifle squad that I of course commanded...).
And I generally think of casualties as dead and wounded, with the sole exception of the few stragglers disappearing from a badly hammered unit, or the ones that surrender. Rate of casualties seems very accurate to me tbh... |
Re: An example of combat ineffective rates in real combat
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Try playing with the same units one side set to 65 experience & the other 120, actually that wont work they will be more accurate to Buy the above & switch weapons off or modify so cant fire back. now use them as target practice & you will discover the experienced guys avoid more incoming. |
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