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  #1  
Old January 8th, 2010, 12:38 PM
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Default Re: CM arty modeling

Very interesting article, here are the highlights for lazy readers.

Myth #1—It requires a direct hit with an artillery round to damage or destroy an armored vehicle. Not true; 155mm rounds that impact within 30 meters cause considerable damage. Air bursts using VT or dualpurpose improved conventional munitions (DPICM) can strip away communications, sights, vision blocks and anything stored on the outside of the vehicle. These air bursts are especially effective against soft targets such as multiple-rocket launchers.

Myth #2—It takes 50 artillery rounds to destroy or damage a tank. Not true. It takes one round. If an artillery battalion engages an armored formation (54 rounds), more than one tank will be destroyed or damaged.

Myth #3—Artillery cannot engage moving targets. It is difficult, but it can be done. The issue is not lethality, but the tactics, techniques and procedures to hit the moving target. Units must train to shift fires.

Myth #4—Modern armor cannot be defeated by artillery. Tanks are designed to kill tanks, and most of the armor is designed to protect against direct fire. HE rounds with VT or delayed fuze and DPICM are very capable of defeating “modern” armor.

Myth #5—Armored vehicles can button up and drive through artillery fire. Yes, they can. But as soon as they button up, their ability to see is reduced by approximately 40 percent. And as they drive through the artillery fire, there is a high probability they will have mobility and firepower damage or that the formation will change its direction of attack. The results are delay and suppression of armor.

I thought Myth #1 and #5 were the most interesting as they seem to be widely accepted/believed by not only gamers but the military.
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Old January 8th, 2010, 02:02 PM
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Default Re: CM arty modeling

Must admit point 1 "within 30 metres" surprised me I thought it would take a near miss. The more high tech the vehicle probably the more to go wrong whether striping the sensors or just general shock taking a system out. Back to finding & aiming the old fashioned way, yikes in a battle enviroment where he who sees first lives thats a big problem the arty created the kill.
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Old January 10th, 2010, 06:23 PM
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Default Re: CM arty modeling

Unless I missed it, where are the radius for FASCAM?
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Old January 10th, 2010, 11:25 PM
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Fallout Re: CM arty modeling

Well you asked for it, so here you go! FASCAM is game supported as well based on the tables shown.
http://www.globalsecurity.org/milita...ons/fascam.htm AND Tables show minefield width from 100m to 1000m with minelet density.
http://www.globalsecurity.org/milita...20-50/Appi.htmM26 MRLS note where it mentions .23mi. area of coverage and I believe it said an armor penetration of just over 4in.
http://www.globalsecurity.org/milita...itions/m26.htm
Info about the M270.
http://www.globalsecurity.org/milita...round/m270.htm
General info tables based on 1998 main US types.
http://www.globalsecurity.org/milita...ry/report/1998/Annexf.pdf#xml=http://www.globalsecurity.org/cgi-bin/texis.cgi/webinator/search/pdfhi.txt?query=icm+types&pr=default&prox=page&rorder=500&rprox=500&rdfreq=500&rwfreq=500&rlead=500&rdepth=0&sufs=0&order=r&cq=&id=4b0e8277a4
I'm thinking the game is good here dealing with this topic and artillery in general. Based on the info provided an argument could be made that the target area for some types could expanded. And as a friendly reminder the first source article was from an official USA source.
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Old February 6th, 2010, 12:24 PM

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Default Re: CM arty modeling

What are WH sizes? 155 covers a 2-hex "blast radius" with HE as well, as it is size 8. The mortars will havwe smaller caliber, and thus smaller WH size, right?
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Old February 6th, 2010, 12:41 PM
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Default Re: CM arty modeling

If Imps' observations are correct then I, personally, am quite happy.
Because if you can use the WH size to alter the effect radius of CMs. There's no problem with smaller diameter CM munitions having a too large area-of-effect because the area is a fixed radius based on it simply being a CM.
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Old February 6th, 2010, 01:13 PM
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Default Re: CM arty modeling

Did not bother checking but yes assume mortars will be warhead 4 or so cant remember calibre, know some rockets are size 12 so blast radius for CM based on like other stuff I would say.
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Old February 7th, 2010, 04:17 PM
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Default Re: CM arty modeling

I know 60mm and 81mm;s are warhead size 4.
120's are 5's.
155mm artillery is (as I recall) 8.

Also, wasn't there some talk a while back of increasing the warhead size of certain CM (I believe rockets) to slow down the resupply rate from ammo dumps?
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Last edited by Suhiir; February 7th, 2010 at 04:45 PM..
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Old February 8th, 2010, 12:33 AM
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Default Re: CM arty modeling

Quote:
Originally Posted by Suhiir View Post

Also, wasn't there some talk a while back of increasing the warhead size of certain CM (I believe rockets) to slow down the resupply rate from ammo dumps?
Please read the game guide.

Last release point 17

Quote:
On map rocket batteries with Cluster rockets are now treated as a greater warhead size than shown in the game for reloading from ammo carriers purposes ONLY. The game will ignore any warhead size entered for that class of weapon when reloading ammo and use a set value. Now two units using the same size rocket , one conventional and one CM will reload from an ammo carrier at the much the same rate which was not the case previously allowing CM rockets to reload too fast.
It's all done in the code and has NOTHING to do with what's in the OOB's

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Old February 8th, 2010, 12:46 AM
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Default Re: CM arty modeling

.and while everyones at it they can read the section on warhead sizes and how they are applied in the MOBHack help file near the end under "Warhead Size Chart" and keep in mind that there will be a clarification added to this release that "rockets" do NOT include man portable AT rockets or flame rockets like RPG's, Pzf 3's , RPO's etc but take their WH size from the normal "guns" column and any you may find now in any OOB that deviates from that have already been fixed

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