|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
July 13th, 2008, 06:56 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Ultimate weapon : the (H)MG platoon
[/i]I'm pretty sure this has been brought up before, but I got really annoyed by this "design peculiarity" in my recent campaign game, therefore I ready to start another flame war .. [/i] ;-)
IMNSHO, the size of "0" for all the (H)MG platoons I checked in different OOBs is rather rediculous:
How can 8 men plus 2 MGs on tripods be size "0" ? (SPOB34,U#265 // SPOB06, U#181 // 06,U#221)
The following units are size "1", despite having roughly the same number of men and equipment:
9 Paratroopes, 3 MGs (34/268)
9 men, 3 brixia mortars (34/054)
9 men, rifles, 1 LMG (34/306)
The help file says "Smaller is more difficult to spot, to hit and so on. .. Size 0 is for snipers and similar types only." .. and that's exactly what we get in-game: super-durable snipers with high HE kill factor and superb accuracy over long range.
I can see someone arguing that those MGs are well dug-in and camoflaged .. surely. But they don't move, or that advantage is rapidly lost. (Imagine those 8 men, dragging 2 .50 MGs + ammo boxes around .. can't really be that stealthy don't you think?).
Therefore, to make things work in-game either those units must be immobile (we already have those "bunker" type units) or much more easily to spot and hit, as they only can occupy makeshift firing positions, making them "stand out" much more.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
July 15th, 2008, 12:56 AM
|
BANNED USER
|
|
Join Date: May 2006
Posts: 474
Thanks: 4
Thanked 3 Times in 3 Posts
|
|
Re: Ultimate weapon : the (H)MG platoon
Hi Arralen
Size 0 is a compromise, If you have them size 1 then they -cant- be "well dug-in and camoflaged"
Tripod mounted MGs are a defensive weapon so giving them size 0 models them as a defensive weapon. In game terms if you do give them size 1 they are quickly shot up, this wasnt the case historically.
As for size, you picked an interesting example, 50 cal. HMG (Actually not really a support MG like those in the 7.62/7.92 calibres. It had no quick change barrel and so a very low practical ROF (40 rpm). Much better at punching holes in walls, planes and APCs........ anyway)
From
http://www.korean-war.com/Archives/2.../msg00112.html
"But that 50 cal. MG was a mother to handle. One carrying the receiver, one carrying the barrel and the third man to carry the alum. tri- pod. Man carrying the barrel had to switch off with the receiver man, as it was just too heavy
for one person to carry constantly."
Obviously this is a good argument to give the 50 cal a movement speed of 1.
Unfortuneately they are lumped in with the 30 cals in a hybrid MG formation so getting, as you rightly point out an unrealistically high movement allowance.
check this thread.
12.7mm does it deserve the range?
|
July 15th, 2008, 03:52 AM
|
Major
|
|
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
|
|
Re: Ultimate weapon : the (H)MG platoon
Mind you that when the MG's are on the move, they cannot usually fire (or lose their shots quickly), so, in conversion "game - to - RL", the limited movement of MMG teams (use to be 5 vs. regular inf 6) does not represent just weight or bulk, but also the fact that the MG has to re-deploy and take a new position (prone, preferably in some cover or atleast concealment - even "flat land" isn't all that flat IRL).
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
|
July 15th, 2008, 09:34 PM
|
|
First Lieutenant
|
|
Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
|
|
Re: Ultimate weapon : the (H)MG platoon
I find despite the given movement MG units generally do not move without help anyway making them by default primarily a defensive asset anyway.
Trying to move MG's on foot and using them to support is difficult especially under fire and or observation, this likely explains wheels on Russian HMG's.
While there can something said of the way the game portrays HMG's I think within the constraints of the game there is nothing wrong with how they are represented.
|
July 17th, 2008, 07:36 AM
|
|
Sergeant
|
|
Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
Thanks: 11
Thanked 2 Times in 2 Posts
|
|
Mules
When my Gunjin are on foot, the Nambus are on mules. Now if we can get some of those those nifty camel mounts like they used to have for Gatlings...
And lest we forget the whole idea of a tank was to carry an mg to the enemy over swept ground.
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
|
July 17th, 2008, 08:09 AM
|
Major
|
|
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
|
|
Re: Mules
I move MG's if I need to get new overwatch position or for example if I need to secure freshly captured positions - for shorter ranges I move them onm foot (speaking of RCMG's, not .50's), for longer ranges by any transport available.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|