.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old March 15th, 2009, 12:33 AM
PanzerBob's Avatar

PanzerBob PanzerBob is offline
First Lieutenant
 
Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
PanzerBob is on a distinguished road
Tongue Re: artillery cluster ammo

Quote:
Originally Posted by Wdll View Post
Get back in the game Bob! :-p
First thing tomorrow

As well, I have no problem if you want to have NO CM for ARTY & Aircraft for the next battle. Since both forces are Expidetionary in nature, running out of those muntions would ceratinly be inline with our Campaign.

Bob out
__________________
Eternal War(gaming) PanzerBob



"Whenever in future wars the battle is fought, panzer troops will play the decisive role..."
Heinz Guderian, General der Panzertruppe
Reply With Quote
  #2  
Old April 5th, 2009, 08:37 PM
Urban's Avatar

Urban Urban is offline
Corporal
 
Join Date: May 2008
Location: Clermont-Fd
Posts: 52
Thanks: 0
Thanked 3 Times in 2 Posts
Urban is on a distinguished road
Default Re: artillery cluster ammo

In my opinion cluster ammo are a little bit too powerfull. I have try to partialy solve that :

change value : HE penetration to 4 for 155mm arty
AP penetration = 222 (heat code for the old sub munition)
AP kill 6
Heat penetration 6

For the arty using EFP sub munition (like the "BONUS" shell):

HE penetration =4
AP penetration = 13
AP kill = 1
HEAT : 0

With this value cluster remain devastating against hold APC (BTR 50/60, M113 or pre 1970 tanks) but moderne MBT suffer just a lot of suppression, some immobilisation or kill if you have a lucky top hit.
Many moderne army have start to remove cluster ammo for political, moral () reasons but in reality it's becauses this hold weapons systems are uneffective against modern vehicle and too dangerous for fighting agains guerilla or urban area (close quarter fight, civilians, unexploded ammo, ...)
__________________
Alter post fulmina terror
Reply With Quote
  #3  
Old April 5th, 2009, 10:08 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: artillery cluster ammo

Quote:
Many moderne army have start to remove cluster ammo for political, moral () reasons but in reality it's becauses this hold weapons systems are uneffective against modern vehicle and too dangerous for fighting agains guerilla or urban area (close quarter fight, civilians, unexploded ammo, ...)
May I suggest watching some video of it working the chances of not getting a hit are remote if it lands near the target slow mo shows target vanish in a cloud of explosions.
On the power may have caused ammo blow out but one I saw went off directly above the tank & blew the turret at least 20 feet in the air.
They stop using them unless we have a real war of course because they leave unexploded munitions behind for the unwary civilian to trigger by jumping in the air & spreading themselves in all directions, nothing to do with effectivness.
Reply With Quote
The Following User Says Thank You to Imp For This Useful Post:
  #4  
Old April 6th, 2009, 04:54 AM
PanzerBob's Avatar

PanzerBob PanzerBob is offline
First Lieutenant
 
Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
PanzerBob is on a distinguished road
Talking Re: artillery cluster ammo

.....and unexploded muntions under 4.5 do get created, nice touch guys!!! I've seen 0ne or two effected hexes per strike, maybe be strike size driven but at this point it's too early to tell. Again nice touch!!

Bob out

They blowd up reel good!!!
__________________
Eternal War(gaming) PanzerBob



"Whenever in future wars the battle is fought, panzer troops will play the decisive role..."
Heinz Guderian, General der Panzertruppe
Reply With Quote
  #5  
Old April 6th, 2009, 08:19 AM
Urban's Avatar

Urban Urban is offline
Corporal
 
Join Date: May 2008
Location: Clermont-Fd
Posts: 52
Thanks: 0
Thanked 3 Times in 2 Posts
Urban is on a distinguished road
Default Re: artillery cluster ammo

Quote:
Originally Posted by Imp View Post
Quote:
Many moderne army have start to remove cluster ammo for political, moral () reasons but in reality it's becauses this hold weapons systems are uneffective against modern vehicle and too dangerous for fighting agains guerilla or urban area (close quarter fight, civilians, unexploded ammo, ...)
May I suggest watching some video of it working the chances of not getting a hit are remote if it lands near the target slow mo shows target vanish in a cloud of explosions.
On the power may have caused ammo blow out but one I saw went off directly above the tank & blew the turret at least 20 feet in the air.
They stop using them unless we have a real war of course because they leave unexploded munitions behind for the unwary civilian to trigger by jumping in the air & spreading themselves in all directions, nothing to do with effectivness.
I have watch a lot of video and yes this weapons are devastating against the targets. If you look closer you could identifie this targets as 1970/1980 era APC or tanks. THe officials penetration value for M77 dual purpose sub munition (MLRS and cagro shell)is 60 mm RHA with a heat warhead and 130 mm for the BONUS shell EFP.
Yes it's enought to obliterate an old T55 but T90, Abrahm, Leo2, ect will probably just need severe repaint (and lot of beer for the crew morale ).
Of course you could have some lucky hits (or unlucky if your the target) but 60 for the HE penetration was looking a little bit too high for me (it's the HE pen of a 1000lb JDAM ).
__________________
Alter post fulmina terror
Reply With Quote
  #6  
Old April 6th, 2009, 09:39 AM

Marek_Tucan Marek_Tucan is offline
Major
 
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
Marek_Tucan is on a distinguished road
Default Re: artillery cluster ammo

Quote:
Originally Posted by Imp View Post

May I suggest watching some video of it working the chances of not getting a hit are remote if it lands near the target slow mo shows target vanish in a cloud of explosions.
True, but do the math. Most spectacular videos are CBU-87/B, typically covering an elipse of 200*400 meters. That is some 62831 square meters, ie in average (I expect more bomblets would land towards the center, less ont he edges) 311 sq meters per bomblet. To kill a tank you need a direct hit - either on combat compartment or the engine - and under a good angle. Anyway, let's assume say a tank of 4 m x 7 m - that's just 28 square meters, and even there the vulnerable area is smaller. That'd mean that even tank in the middle of impact zone has some chance, though it would likely have crew suppressed as hell and will have all antennae etc. chopped off by splinters.

The cloud of dust from bomblet explosions for sure looks awesome and it's an effective weapon, but AFAIK heavy ordnance (bombs, mavericks, 155mm delay fused shells etc) is a preferred choice against armored targets, with ICM being used more for "soft" targets where you do not need a direct hit, a splinter shower will do.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
Reply With Quote
  #7  
Old April 6th, 2009, 05:57 AM

Koh Koh is offline
Corporal
 
Join Date: Apr 2008
Posts: 112
Thanks: 1
Thanked 10 Times in 7 Posts
Koh is on a distinguished road
Default Re: artillery cluster ammo

At first I was opposed to the idea given the low percentage of duds (around 1-4 % depending on the model) the submunitions leave, but seeing how it's done and how it really usually is just one or two hexes even after an MRLS barrage, it's probably pretty accurately done. Adds a nice touch.
Reply With Quote
  #8  
Old April 6th, 2009, 01:38 PM

Koh Koh is offline
Corporal
 
Join Date: Apr 2008
Posts: 112
Thanks: 1
Thanked 10 Times in 7 Posts
Koh is on a distinguished road
Default Re: artillery cluster ammo

One thing I'd be interested in finding out is how much of the hits scored usually land on the top of the vehicle. I'd imagine that given the nature of the shells, most of the bomblets that hit the vehicle at all will fall on top of it.

I ran a test in MBT and the results I got were 25/59 of the hits scored were registered as hitting the top of the vehicle. Do the bomblets and cluster munitions use a different method than other artillery shells to calculate where on the vehicle the bomblet hits? Seems to me that the top hit percentage should be higher, unless the "side hull" and other such hits represent something different than literal side hull hits. I've always taken the extra penetration in bomblets and cluster munitions to represent the fact that they pretty much more often than not hit the top of the vehicle, while the game mechanics force them to hit the sides and front hull of the vehicle.
Reply With Quote
  #9  
Old April 6th, 2009, 05:47 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: artillery cluster ammo

Urban
Fail to understand the test old tanks as used in the videos so I know they should go bang pretty often run the same test on Abrams Challenger or Leo.
Bear in mind as said game does not model damage to secondary equipment.
I would consider a tank that is hit losses its TI FC RF & maybe a weapon so it is less effective than a WW2 tank to be destroyed for game purposes.

Koh
Its hard to tell because the tank completly disapears even in slow mo but lets assume the tank is roughly in the centre of the strike which is about 3 times the size of the tank.

The central ones hit it on the top with a good chance to damage.
The others nearby fall around it so will hit front side rear with varying degrees of success & angles.
Ones on the perimiter just provide a blast wave no effect unless its a soft target.
Consider the top ones a direct hit the others a near miss type thing

It would be intresting to know the Db noise rating in the tank the crew could well be shocked.
Say a dozen hit it virtualy simultaniously plus the shock wave of all the near misses total crew disorientation seems possible.

On the total blast as in shock wave it looks more powerful than a regular arty shell blast probably because a lot of it is airburst rather than being absorbed by the ground.
Reply With Quote
  #10  
Old April 7th, 2009, 11:44 AM
Wdll's Avatar

Wdll Wdll is offline
Lieutenant Colonel
 
Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
Wdll is on a distinguished road
Default Re: artillery cluster ammo

I wonder what it would be like if artillery CM only affected hex it hits directly and not also adjusting hexes. Do you think it would reduce any overpowerful feeling it has among some of us?
In my view, and this is speculation and nothing better, it would greatly reduce the amount of kills it does in a game battle. The user will have to be more careful, use proper spotters more often, and since artillery is still cheap (as it should IMO), it would require a slightly larger number of units for the same hits and it would create IMO, a more balanced usage.
All that speculation.
__________________
That's it, keep dancing on the minefield!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.