Soviet MRB in the Attack

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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0519 hrs: Prep continues. The initial volley was 3 x neutralize for both 122mm and mortars. The rest of the prep will be 3 x suppression. I don't know if ammo will last.

One US casualty so far (rifle sqd) and readiness for the three platoons in now high 60%'s to mid 70%'s/
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0608 hrs: FSE is finished resupply. Assault orders put it on the objective at 0632 hrs. I waited too long to give those orders.
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0535 hrs: 1/A/4-8 IN last another M2 to arty. Readiness for the plts ranges from 50% to 67%
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0557 hrs:

The MRCs have broken out into the open, but are obscured by the dawn haze. Prep of the objective continues. 122mm are firing suppression along the eastern edge of town. Mortars are firing neutralization in the town center.

FSE commander is still working on his operation order. It seems his driver spilled a canteen on his captain's overlays.

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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0603 hrs:

3/A/4-8 IN (northern plt) opens on the center MRC at 1000 meters, inflicting 50% casualties and destroying all vehicles. It opens on the other MRCs at 1000 meters inflicting about 25% casualties on each.

0605 hrs:

3/A continues to engage the main body at 500 meters. Only 13 BMPs remain. Center MRC is reduced to a reinforced platoon. Tank company is now moving.

0608 hrs: US view


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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

0615 hrs:

Soviet view.

Center MRC has been destroyed. The remaining two MRC have 4 x BMP between them. The MRB is at 32% strength. The attack has failed.

I am going to reset back to occupying the attack position. I will use the alternate and hopefully keep the tank company hidden. I had doubts about leaving the tank company behind, but I thought the thermal degradation would matter.

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smithcorp
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RE: Soviet MRR in the Attack

Post by smithcorp »

Ouch. Charge of the dawn light brigade. Intrigued to know if the game models minutiae like thermals being affected by temperature changes like that. I know it seems to model visibility quite well, I just wonder if it models it that well.

Really interesting AAR...
IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

Yes it does model thermal inversion. You can see it using LOS checks before, during, and after inversion.
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

Ran it again:

1. Kept the attack position one hex inside the woodline
2. Led with tanks (1 minute ahead of the MRCs) in the center
3. Laid smoke 500 m east of town.

No tank casualties. Center MRC destroyed. The Bradleys seem to prefer killing lots of BMPs with the 25mm as opposed to a few tanks with their TOWs when there's a mix of both target types. At least, at close range. The dash is so short, arty is ineffective.
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

Here's the scenario file.
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CapnDarwin
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RE: Soviet MRR in the Attack

Post by CapnDarwin »

Great AAR. [&o]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
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Enigma6584
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RE: Soviet MRR in the Attack

Post by Enigma6584 »

That was a superb AAR!
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WildCatNL
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RE: Soviet MRR in the Attack

Post by WildCatNL »

Thanks Mike. Interesting topic, with great presentation.
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IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

Thanks guys. I am hoping this would be helpful to folks.
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WABAC
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RE: Soviet MRR in the Attack

Post by WABAC »

Very helpful to people like me that have only read about it.

And well written too.
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calgar
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RE: Soviet MRR in the Attack

Post by calgar »

Very good AAR. That is exactly what I meant by "more generic scenarios". NO need for the semi-historical fuzz, just you, your unit and a challange.


I would be curious if you, Mike, encounterd problems where the game engine would not allow for realistic use of forces? Was there ever a point where you thought "man, that feature would be nice now, so I could simulate the assault better"? If so, at which point and regarding what possible feature?

@Devs

talking about LOSranges. Which sources where relevant for calculating those ranges? Just out of curiosity.

Regards,

A

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CapnDarwin
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RE: Soviet MRR in the Attack

Post by CapnDarwin »

Calgary, are you asking how LOS is calculated or what factors we consider as part of the calculation?
OTS is looking forward to Southern Storm getting released!

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calgar
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RE: Soviet MRR in the Attack

Post by calgar »

Hey,

basically it is about "how do you know how far away I can spot an AFV with thermals?". How do you know the range for a thermal is X and not Y? How do you know how far away a tank can be spotted at night, with bare eyes?

Does that make sense?

Regards,

A
IronMikeGolf
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RE: Soviet MRR in the Attack

Post by IronMikeGolf »

ORIGINAL: calgar
...
I would be curious if you, Mike, encounterd problems where the game engine would not allow for realistic use of forces? Was there ever a point where you thought "man, that feature would be nice now, so I could simulate the assault better"? If so, at which point and regarding what possible feature?
...

Regards,

A

Thanks calgar. There were a few things. One that I would call significant, the others made for more work on my part.

1. Arty prep: the limitation of three targets during a command cycle makes for a very short prep.

2. IFR ("I Follow Roads") land nav. See the waypoint poll thread. It is hard to keep a unit in the woods for more than 1000 meters using a single waypoint.

3. Scout screen: It would be nice to have a mobile screen or patrol order. Unit goes from waypoint 1 to 3, the moves to waypoint 1 and repeats. You can do this manually now, but it's likely one will forget and leave the element sitting idle for a while.

4. Waypoint management - delay vs ETA: delay is a fixed amount of time. ETA (and route) is dynamic, based on conditions at the time you look at the unit. Not sure it would be doable by the devs to have a orders mode of "be in this hex at that time". One needs to be vigilant and attendant to detail now.

5. Be nice to be able to order continuous smoke.

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Mad Russian
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RE: Soviet MRR in the Attack

Post by Mad Russian »

ORIGINAL: Iron Mike Golf


5. Be nice to be able to order continuous smoke.

Be nice to set the level of smoke available to the battle in the editor as well.


Good Hunting.

MR
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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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