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October 17th, 2017, 02:19 AM
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Shrapnel Fanatic
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Re: Rifle/SMG Effective Range
Rifle/SMG Effectiveness is more a factor of your units experience and morale ( + suppression and damage ) and that of the enemy unit you are firing at.
Better units in good shape hit better than poor ones in poor shape
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October 17th, 2017, 08:25 PM
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Corporal
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by DRG
Rifle/SMG Effectiveness is more a factor of your units experience and morale ( + suppression and damage ) and that of the enemy unit you are firing at.
Better units in good shape hit better than poor ones in poor shape
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I understand but let me ask in a different/better way and I am assuming that the weapons can fire farther than the listed range in the Encyclopedia.
So the Kar. 98k has a range of 500m and the PPSH has a range of 150.
All other things such as morale being equal if the German Rifle squad stayed over 150m away they should have the edge right? Not looking for a percentage.
Thanks.
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October 17th, 2017, 09:13 PM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Gerry1
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All other things such as morale being equal if the German Rifle squad stayed over 150m away they should have the edge right? Not looking for a percentage.
Thanks.
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Yes. You can try this yourself, the PPSh won't be able to fire at the rifle squad due to insufficient range.
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October 18th, 2017, 08:10 PM
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Corporal
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by RightDeve
Quote:
Originally Posted by Gerry1
.....
All other things such as morale being equal if the German Rifle squad stayed over 150m away they should have the edge right? Not looking for a percentage.
Thanks.
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Yes. You can try this yourself, the PPSh won't be able to fire at the rifle squad due to insufficient range.
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I was trying to set up a few such units in a Battle and I couldn't find a SMG company or Platoon. Did I miss them or is it just a case of they were just a part of a Rifle platoon for example?
I did find Scouts that has the PPShs.
Thanks.
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October 19th, 2017, 12:07 AM
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Second Lieutenant
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Join Date: May 2008
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Gerry1
I was trying to set up a few such units in a Battle and I couldn't find a SMG company or Platoon. Did I miss them or is it just a case of they were just a part of a Rifle platoon for example?
I did find Scouts that has the PPShs.
Thanks.
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Yes, scouts are one of them.
Try Guards units too. Or simply select any unit you like, and on the left hand side (of the purchase-screen), you can choose different weapon's composition for that unit. Here for example, for the same "Guards Section" unit, you can have four different flavors (unit's ability & weapon compositions):
Also try different date/year.
Make sure the visibility is also enough/greater than the maximum firing range.
Now, since you're experimenting with the range of the PPSh only, you must disable the other firearms for that unit (by left clicking on the firearm from the unit info screen i.e when you right click that unit on the battlefield; so now the firearm is listed blue/gray instead of yellow colored).
Last edited by RightDeve; October 19th, 2017 at 12:15 AM..
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October 20th, 2017, 12:07 AM
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Corporal
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by RightDeve
Yes, scouts are one of them.
Try Guards units too. Or simply select any unit you like, and on the left hand side (of the purchase-screen), you can choose different weapon's composition for that unit. Here for example, for the same "Guards Section" unit, you can have four different flavors (unit's ability & weapon compositions):
Also try different date/year.
Make sure the visibility is also enough/greater than the maximum firing range.
Now, since you're experimenting with the range of the PPSh only, you must disable the other firearms for that unit (by left clicking on the firearm from the unit info screen i.e when you right click that unit on the battlefield; so now the firearm is listed blue/gray instead of yellow colored).
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Thanks but I couldn't see the googleuser content for some reason. I assume you meant the screen I have attached?
I see the PPSh on there and some of the variations have the PPS. Would each of the 10 men have the smg? In one case there is a LMG so how many out of the 10 would man that?
It's very interesting to me - I am not questioning the OOB in any way. The variations for the SMG Platoon seem to differ on type of smg in this case and also in terms of grenades, AT stuff etc.
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October 20th, 2017, 03:16 AM
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Second Lieutenant
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Join Date: May 2008
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Gerry1
Thanks but I couldn't see the googleuser content for some reason. I assume you meant the screen I have attached?
I see the PPSh on there and some of the variations have the PPS. Would each of the 10 men have the smg? In one case there is a LMG so how many out of the 10 would man that?
It's very interesting to me - I am not questioning the OOB in any way. The variations for the SMG Platoon seem to differ on type of smg in this case and also in terms of grenades, AT stuff etc.
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Yes, the same as your attached screenshot.
In abstract terms, yes, each of those 10 men have SMG so long as its weapon slot #1. But inside the game it doesn't translate into anything specifically ten (you won't see 10 individual bursts or tracers). Keep in mind though, if the unit takes more casualties (thus reduced men), then the number of shots per turn is also reduced (the number on the bottom screen that says something like 6:4:3:1 now says 3:2:1:0) etc.
Aside from the "completeness" of the unit (how many men), Number of shots are also affected by whether you have moved/expended movement points, whether you're suppressed/pinned, the amount of experience, etc etc. It's all interlocked & affecting, these myriad variables. But regarding weapon range, it all comes down to two things only: within range, or, out of range.
As you can see on the unit's Number of Shot, the LMG has less shot per turn compared to the SMG, because LMG is not on weapon slot #1, thus presumably not all men have the LMG.
It's okay to question the OOB, but make sure you have good quality source to back it up, otherwise you'll get smashed. I'm not a fan of dabbling with OOB either, mostly about gameplay & mechanics, and maps.
Yes, lots of flavors for a single unit. This game is very flexible.
Last edited by RightDeve; October 20th, 2017 at 03:24 AM..
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October 25th, 2017, 03:15 AM
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Sergeant
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Gerry1
I see the PPSh on there and some of the variations have the PPS. Would each of the 10 men have the smg? In one case there is a LMG so how many out of the 10 would man that?
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Regarding the presence (or not) of the DP LMG, historically there were two types of SMG platoons in the Red Army: those that were fully armed with SMGs, and those that also had an LMG in every squad. And different close range anti-tank weapons were introduced as war progressed.
As for the issue of "how many guns a weapon slot entry represents", the rule of thumb is that one slot equals one weapon. The following exceptions apply:
1.) The weapon name or description mentions that it represents multiple guns. Examples include German panzergrenadiers with 2 MGs in single slot, US rifle squads with 2 or 3 BARs in single slot and various multi-barrel AA-weapons. In these cases the effect of multiple guns is represented in game terms with increased HE kill value.
2.) The weapon is infantry personal small arm (rifle, carbine, SMG etc.) present in weapon slot 1 of an infantry unit. In this case the entry means that every man in the unit is treated as being armed with the weapon in question, and the effect of the weapon is multiplied by up to the number of men left in the unit.
3.) Multiple rocket launchers: in this case a single weapon entry represents a number of launch tubes/rails.
4.) Certain aircraft armaments, which use the AP ammo slot to designate the number of guns of certain type present.
When a slot represents munitions that can be used on their own (hand grenades, satchel charges, panzerfausts etc.) without a need for an external launcher, they are still treated as one weapon per entry for the game purposes.
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October 19th, 2017, 04:20 AM
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Sergeant
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Gerry1
I was trying to set up a few such units in a Battle and I couldn't find a SMG company or Platoon. Did I miss them or is it just a case of they were just a part of a Rifle platoon for example?
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What year was this? There are SMG companies and platoons in the Soviet OOB, but they only become available around 1942 or so (you can check the exact dates from Mobhack).
Historically, the pre-war Soviet doctrine did not consider SMG as a proper military weapon, and there were just a few thousand such weapons in the whole country. However, by the time Winter War was over the leadership had changed their mind, and Soviet industry started to design and produce SMGs - and as war progressed they were issued to infantry units in ever larger numbers.
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October 20th, 2017, 12:11 AM
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Corporal
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Join Date: Oct 2017
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Re: Rifle/SMG Effective Range
Quote:
Originally Posted by Griefbringer
What year was this? There are SMG companies and platoons in the Soviet OOB, but they only become available around 1942 or so (you can check the exact dates from Mobhack).
Historically, the pre-war Soviet doctrine did not consider SMG as a proper military weapon, and there were just a few thousand such weapons in the whole country. However, by the time Winter War was over the leadership had changed their mind, and Soviet industry started to design and produce SMGs - and as war progressed they were issued to infantry units in ever larger numbers.
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Thanks for the history. I have tried many WW II tactical games and I know some of the history and weapons but nothing like the knowledge of people on here.
I changed the year from '39 to '44 and found the SMG Platoon.
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