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  #1  
Old May 27th, 2008, 12:52 PM
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KraMax KraMax is offline
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Default Re: Russian units v4

203. unit 416 and 417 - ZPU-2 AAMG and ZPU-4 AAMG – in arms 1949
http://www.militaryparitet.com/nomen...relogneoru/38/
204. unit 410 - SA-7 SAM – name Strela-2 SAM, in arms 1968, in 1970 modernized – name Strela-2M SAM, EW=2
http://pvo.guns.ru/pzrk/strela_05.htm#2
http://www.militaryparitet.com/nomen...ketcomplex/14/
205. unit 411 - Strela 3 Team – name Strela-3 SAM
206. units 770 and 771 - SA-18S SAM – name Igla-S SAM, in arms 2002, we offer EW=4 for this type weapons.
http://www.militaryparitet.com/nomen...ketcomplex/14/
207. units 409, 410, 411, 412, 413, 770 and 771 - Why such small radio?
208. unit 409 – SA-16 SAM – name Igla-1 SAM
209. unit 412 - SA-18 SAM – name Igla SAM
210. unit 413 - SA-18V SAM – name Igla-N SAM
211. SAM Dzhigit - It is intended for placing, prompting on the purpose and single or a volley of start-up of two rockets of type "Igla" to one crew, can work at any time, use external preliminary instructions of the purpose, identify the purposes as "-another's".

The oporno-launcher "Dzhigit" has no analogues on ability to conduct a volley start-up of anti-aircraft missiles SAM. At a volley start-up increase of probability of defeat of the purpose on the average in 1,5 times is provided. Calculation 1 person.
Date not found.
http://www.new-factoria.ru/missile/w...c/igla_c.shtml
http://www.militaryparitet.com/nomen...ketcomplex/14/
http://ru.wikipedia.org/wiki/%D0%98%...D0%A0%D0%9A%29
http://www.rusarmy.com/pvo/pvo_vsk/pzrk_dp_dzhigit.html
http://gunsrus.narod.ru/djigit.htm
212. unit 328 - RPG-6 Team – we offer remove this unit. Anti-tank pomegranates are not an occasion to allocate from structure squad fighting team - 2 soldiers. In army of the USSR or Russia in separate RPG teams were allocated only heavy and reusable RPG is - RPG-2, RPG-7, RPG-16D, RPG-7V, RPG-29. Such command usually had 5 shells RPG.
Lungs RPG - RPG-18, RPG-22, RPG-26, RPG-27, RPG-28 - are disposable and individual means of struggle of soldiers against tanks. For one squad it was allocated, depending on a task in view, from 50 % to 100 % of lungs RPG for each soldier i.e. squad from 10 persons - could receive or 5 RPG-22 or 10 RPG-22 - all depended on a solved problem it squad.

213. units 766 and 767 – RPG-18 and RPG-22 – we offer remove this units.

214. RPG-2, RPG-7, RPG-7V teams – 5 shells. Why such small radio?
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Old May 27th, 2008, 01:33 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Russian units v4

212. RPG-6 team represents (if I got it correctly) a tank hunter group as those used frequently in WW2. OOB in SP doesn't include only proper OOB units but also attempts, if feasible, to present some "wartime only" creations.

213. As above.

214. Radio? In theory RPG teams and indeed most of infantry nits should have radio value 0, who in his right mind would bother with carrying RPG/RPG shells AND a radio?
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Old May 28th, 2008, 12:07 AM
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Default Re: Russian units v4

Quote:
Marek_Tucan said:
212. RPG-6 team represents (if I got it correctly) a tank hunter group as those used frequently in WW2. OOB in SP doesn't include only proper OOB units but also attempts, if feasible, to present some "wartime only" creations.

We did the OOB being based on data about organizational-regular structures of our armies. On it we cannot allocate from structure squad group of several persons with anti-tank grenades for hunting for tanks. This group will operate as a part of uniform squad i.e. we should not allocate it from squad. In ours OOB we have shown the most exact structures squad's our armies. After the Second World War very many in army of the USSR has changed is both ranks, and structure of divisions, etc.

Quote:

214. Radio? In theory RPG teams and indeed most of infantry nits should have radio value 0, who in his right mind would bother with carrying RPG/RPG shells AND a radio?

Ok. From the beginning of 90th years at many countries the parametre radio grows to 80 or 90.
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Old May 28th, 2008, 12:35 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: Russian units v4

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KraMax said:
We did the OOB being based on data about organizational-regular structures of our armies. On it we cannot allocate from structure squad group of several persons with anti-tank pomegranates for hunting for tanks. This group will operate as a part of uniform squad i.e. we should not allocate it from squad. In ours OOB we have shown the most exact structures squad's our armies. After the Second World War very many in army of the USSR has changed is both ranks, and structure of divisions, etc.

But that's it, while RPG-6 armed tank hunters aren't in official OOB, they do present a wartime ad-hoc tank fighting unit. RPG-7's also werent supposed to be fired over and behind the enemy fortification to shower the enemy with splinters but were used rather frequently in this manner in Afghanistan. And given footages from Chechnya etc., I really cannot recall whether I have seen regular army squad adhering to the standards atleast once.
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Old May 28th, 2008, 01:38 AM
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Default Re: Russian units v4

I agree with you that regular army the subdivision usually does not adhere to organizational structure and operates on current conditions. But to allocate from squad team for struggle against tanks it is impossible since such grenades basically were almost at all soldiers in squad. Therefore I also speak about organizational structure of troops in game. There we can allocate team RPG Only then when it allows both arms squad and number squad.
I will very soon lay out on a forum link on the archives prepared by us from different sites on organizational regular structure of our troops.

p.s. sorry for my bad English
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Old May 28th, 2008, 08:02 AM

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Default Re: Russian units v4

Yes perhaps, but when it come to sneaking up on an enemy tank do you really think the whole squad (at size 1, ie not very stealthy) would do so or just two guys with a couple of AT rounds at size 0 (much harder to spot) while the rest stays back? Sometimes just a few men go out there and the game has to reflect that too, hence these teams.

While the game does build around the real orders of battles, those OB's are not the endpoint for the game. They're the start; often minor tweaks are necessary to make the game playable. You should not forget that there are two 'realities' that exist next to each other in the game, getting the OB's as real as possible and getting the gameplay as real as possible. Sometimes these two are in conflict and then minor tweaks can and will be implemented into the OB's. The russian/soviet OB is by no means the only one.
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Old May 28th, 2008, 10:40 AM
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Default Re: Russian units v4

narwan
--------------
Ok. We will assume that we allocate team from squad. Then we in squad still have 6 persons?
It is wrong - we should take organizational regular structure of armies for a basis, differently in game it is possible to make a lot of nonexistent formations and units. I do not speak that 2 persons with grenades could not exist, but allocating team from squad we can allocate also easier two fighters with rifles AK-47 or other weapon, that too will be wrong.
Probably you also are right about RPG-6, but there are sets of the weapon in game with which also it is possible to allocate in separate team, but for this purpose to us precisely will not suffice slots in OOB.
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