Steve04 -> [WAD] About ground combat (5/29/2021 8:38:57 PM)
As it has already emerged in some of my threads, I am very interested in ground operations, even if we know that CMO is mainly dedicated to air-naval operations, but is gradually implementing the land aspects as well.
So, my goal, on this occasion, is to create a very simple scenario where a clash occurs between some land units (limited in time and / or in the intensity of the fire action, so that the two parties, while suffering damage, are not annihilated), at the end of which one (or both) the opposing forces retreat to another area, refuel with weapons (and fuel? and repair damage...?) and then come back to fight, starting a kind of loop that - this time yes ... - can also lead to the final victory of one of the two sides.
It sounds very simple ... but it doesn't seem that way to me.
So, let's see and help me to develop it, step-by-step.
FILE # 1 - SCENARIO TEST 1 LIMITED ATK
I am facing Tunisia and Italy. Let's try it in the simplest way, with two units on each side, all controlled by AI, without manual intervention.
The Tunisian group, "M113 Group" composed of 2 M113 APC, armed with 12.7mm is assigned to a Land Strike mission ("M113 vs. Dardo"), the movement is not plotted, only the speed is set with F2 at 8 kts. The WCS are in TIGHT (so they will only be able to attack against hostile units) and the fact that in the WRA, the option to fire against soft or hardened mobile units is set to 1 round (burst) at a time, to extend the time and minimize damage combat. The mission lasts only 5.00 minutes, time calculated in such a way that a limited exchange of blows occurs which, probably, can also cause some damage, but without losses on both sides.
On the Italian side, the "ITA Mech" group is made up of a VCC Dardo (25mm and 7.62mm) and a Vehicle Puma (7.62mm). They are part of a patrol area mission, WRA always limited to 1 round per salvo and with investigation within the weapon range and active self defense, but without time limitations.
COURSE AND OUTCOME
The two Tunisian units almost immediately detect the presence of "unknown" units and, approaching them, as soon as they recognize them as hostile, they start firing.
This occurs outside the defensive patrol perimeter of the Italian units which, therefore, do not fire.
- PROBLEM # 1 - Who regulates the approach speed during a land mission? Why does the speed change from the one initially set to another that cannot be changed at a certain point? Maybe this happens when they go into offensive Engage mode?
- PROBLEM # 2 - Why do Italian units not fire, but remain passive, despite being attacked? Probably because their mission involves an investigation within the range of their weapons. But in reality I realized that this is not correct: in fact the Tunisian units are already within the range of the Oerlikon 25mm of the VCC Dardo. The problem is that they are still outside the perimeter of the patrol area. The fact is that you could have an unrealistic situation, where a unit fires, say, from just 100 meters (but immediately beyond the boundary of the area) and relentlessly massacres the enemy which suffers without defending itself ...
So the first question is: how to get Italian units to fire within the limits of their weapons, even if the enemies attacking them are outside the patrol area? Probably we need to work on the prosecution area (all this unecessarily complicates things, however ...)
Second question: but what is the use of having activated Self defense at maximum range in the WRA (for both 25mm and 7.62mm), if the units do not automatically respond to fire when attacked?
LET'S GO ON WITH THE SCENARIO
After the set time (5.00 min.) the Tunisian mission becomes "inactive", this is confirmed both by the mission window and by the Group/units Status, but in reality nothing happens, in the sense that the two M113s continue to fire until have ammo, are alive or as long as there is something to hit.
- PROBLEM # 3 - The mission, in fact, is not deactivated at the set time.
So, other questions: why the mission is not actually disabled? are there any effects of deactivating a mission? Which ones are they ?
Of course, then, all this involves problems for the subsequent stages of the scenario, but we will address them, one at a time, step by step.
Attached is the start situation of the scenario (Scenario test 1 Limited atk OK)