Matrix Games Forums

Come and see us during the Spieltagen in Essen!New Screenshots for Pike & ShotDeal of the Week Command: Modern Air/Naval Operations WOTYCommand: Modern Air/Naval Operations WOTY is now available!Frontline : The Longest Day Announced and in Beta!Command gets Wargame of the Year EditionDeal of the Week: Pandora SeriesPandora: Eclipse of Nashira is now availableDistant Worlds Gets another updateHell is Approaching
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

4.2" mortar pl

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command Ops Series >> Mods and Scenarios >> 4.2" mortar pl Page: [1]
Login
Message << Older Topic   Newer Topic >>
4.2" mortar pl - 2/5/2013 9:31:57 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
A British infantry Bn would normally be supported by a 4.2" mortar Pl. With this in mind I decided to add a 4.2" Pl to the Irish Guards in the Joe's Bridge scenario. Consulting the ever-reliable Gary Kennedy War Establishment Tables, a British 4.2" Pl has 38 men (currently modelled as 60) and so I changed the number of personnel rifles etc, hit 'save' and 'compiled'. I then opened the Scenario Maker and (as a test) assigned this Pl to 100% of its estab, i.e. it should show four 4.2" mortars.

What actually happens is that when you start the game you only have two mortars even though the unit is supposed to be at full strength (i.e. four mortars). Reducing the number of crew for the 4.2" from 6 (currently the Estab standard) to 3 - seems to sort this out.

Anybody else noticed/able to replicate this? Is this due to a gun crew to unit strength ratio?

Regards

Tim

< Message edited by TMO -- 2/5/2013 9:52:34 PM >
Post #: 1
RE: 4.2" mortar pl - 2/5/2013 10:09:08 PM   
Lieste

 

Posts: 1815
Joined: 11/1/2008
Status: offline
You could also try reducing the number of 'rifles' or vehicles (& crew). While "everyone and his dog" has a rifle Cmd Ops assumes that crews operate their weapon and are not simultaneously combat effective as a rifle-man.

(in reply to TMO)
Post #: 2
RE: 4.2" mortar pl - 2/5/2013 10:14:28 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
Thanks Lieste, did all those things, i.e. reduced rifles etc from 60 to 38 in a commensurate fashion.

Regards

Tim

< Message edited by TMO -- 2/5/2013 10:29:57 PM >

(in reply to Lieste)
Post #: 3
RE: 4.2" mortar pl - 2/5/2013 10:36:44 PM   
Lieste

 

Posts: 1815
Joined: 11/1/2008
Status: offline
Not 38 ~ if you have 38 men serving 4 tubes at 6 men each then reduce 'rifles' to no more than 14.

(in reply to TMO)
Post #: 4
RE: 4.2" mortar pl - 2/5/2013 10:48:27 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
38 is the correct number (according to the WE tables) - how does crew individual weapon (rifle etc) allocation affect the way the game plays?

Regards

Tim

< Message edited by TMO -- 2/5/2013 10:57:42 PM >

(in reply to Lieste)
Post #: 5
RE: 4.2" mortar pl - 2/5/2013 10:53:37 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
quote:

Not 38 ~ if you have 38 men serving 4 tubes at 6 men each then reduce 'rifles' to no more than 14.


So does reducing the number of 'rifles' sort this out?

Regards

Tim

< Message edited by TMO -- 2/5/2013 10:54:20 PM >

(in reply to TMO)
Post #: 6
RE: 4.2" mortar pl - 2/5/2013 10:56:17 PM   
Arjuna


Posts: 17790
Joined: 3/31/2003
From: Canberra, Australia
Status: offline
The allocation process simply assigns pers to weapons. If there is not enough pers to man the weapon then it is culled. So you should ignore heavy weapons crew from any small arms count. As Lieste recommends you should first determine the number of 4.2" mortars you want. Then multiply this by their crew. Then deduct this from the total PersQty and that is the number of pers you have to crew other weapons like rifles and mahine guns. So if you have 4 mortars each with a crew of six then you have 24 of your 38 crewing these and only 14 remaining to crew other weapons. So allocate just 14 rifles and then it should work. If you have more than 14 rifles then there will be achance in the allocation that the additional rifles will get crewed and one or more mortars miss out.

Does that help explain it?

_____________________________

Dave "Arjuna" O'Connor
www.panthergames.com

(in reply to TMO)
Post #: 7
RE: 4.2" mortar pl - 2/5/2013 11:09:04 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
Thanks Dave, that explains a lot - will have a play and report back.

Regards

Tim

(in reply to Arjuna)
Post #: 8
RE: 4.2" mortar pl - 2/5/2013 11:16:31 PM   
TMO

 

Posts: 251
Joined: 4/12/2003
From: Bristol, UK
Status: offline
A thought - given the above advice, how about adding that info to the manuals.

Kind regards

Tim

< Message edited by TMO -- 2/5/2013 11:27:47 PM >

(in reply to TMO)
Post #: 9
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command Ops Series >> Mods and Scenarios >> 4.2" mortar pl Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.086