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Go Back   Armchair General and HistoryNet >> The Best Forums in History > Best Games in History > ACG Community Run Wargames

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ACG Community Run Wargames Conflict simulations run by forum members for the ACG community.

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  #166  
Old 29 May 17, 16:06
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Quote:
Originally Posted by Colonel Sennef View Post
T.A., I tried to stress and IIRC I even several times and specifically ordered my platoon forward up the hill in tactical fashion
just to prevent the sort of nasty surprise you get
if you go forward without scouts up front.

It is not a mistake I make easily.
I know...

There's a tendency in many wargame situations, with many players, to push everything into the fight ASAP. If the game is set up right that usually results in disaster. Let's not rush the next one.
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  #167  
Old 29 May 17, 17:44
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Gents,

Thank you for leaving me play the logistics side for this one.

I do enough of combat arms exercises at my end in RL, that I enjoy the opportunity playing the lesser known - but important - elements found in these ACG wargaming forums .

A few points concerning resupply.

1. Last scenario, the supply chain was pushing stuff forward, vs the KG pulling for supplies its needs. I would recommend that you ensure the logistics officer leave with a list of requested supplies for the next re-supply run.

2. Logistics personnel arriving with the resupply column are not there to offer extra firepower, unless the situation is in dire straights, and even then! They unload (with help) supplies and taking away wounded, dead, POWs and equipment that can be repaired. Thus, reducing the admin burden on the front line troops.

In a sergeant-major's mind, the supply convoy never shows up quickly enough and never, ever leaves fast enough (because of the risk of supply trucks being additional targets that he will need to deal with, if they get hit by enemy fire.)

3. Unless the enemy's weapon is far superior to your own, all enemy weapons and equipment leave with the supply column returning to the division forward logistical point. Keeping enemy weapons may be seen as a lack of thrust in your own manufactured weapons. Your soldiers have trained with their weapons and know how to get the maximum out of them...They won't be as effective with an enemy weapon...How many of you know how to handle a stoppage on a Dashka MG or have a spare barrel to change when required?

4. Outside the logistics sphere, I would recommend that the mortar would be better use if they are teamed up together...As a platoon commander, I would be very peeved if someone would take my platoon 60mm mortar away, as it gave me extra reach against an enemy - Although I would be fine if the company would take all three platoon mortars and use as them as an effective indirect fire battery against enemy weapon positions I may be encountering

Just my thoughts. Hope these help.
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  #168  
Old 29 May 17, 18:20
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Thanks for sharing these AFB.

I concur that only in dire straits should logistics personnel or clerks and drivers generally be tapped for extra manpower; this generally isn't their speciality and (unlike the US Marines) not every man in uniform is a rifleman or best used as such.

In the next interest check I will encourage HQ-level players to detail their projected supplies based on known or expected transport (and modify these for actual availability).
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  #169  
Old 29 May 17, 18:21
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On #4: While assigning both mortars to HQ would be the way to go, that way the CO can deploy them as a small battery where most needed, their 500 meter range (at best) and limited ammo supply, along with being about as effective as grenades, makes them more a liability than an asset.
The US 60mm is in a different class. It has a 1500 meter range and the bomb is about equal to 2/3rd's of an 81mm round. It also has a dial sight and can be used in indirect fire whereas the 5cm can't. The crew has to see the target to fire accurately.
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  #170  
Old 29 May 17, 18:46
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I tend to agree on the mortars, though I doubt we'll be able to shed them for anything more useful.

I see your point AFB about the Soviet weapons. With that in mind, we'll just keep what's needed to correct the dearth of defensive arms amongst the KG's HQ unit, and then only SMGs (Soviet PPshs are pretty good).
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  #171  
Old 29 May 17, 23:43
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Quote:
Originally Posted by TacCovert4 View Post
Let's try to avoid having off-ammo SMGs in the line platoons. 11 Soviet SMGs at KG level will fix TAG's identified problem there, and the minimal or no ammo expenditure will allow a little ammunition to stretch. I'll try to work on getting more SMGs into the line platoons if they want it.....I've got a little bit of pull, so with the HQ troop weapon issue cleared up, I might be able to spend that pull on buffing the line platoons.
Not wonting them myself I really don't have a dog in the fight, but as far as the SMGs go-

As long as we are advancing, lots of their ammo will be falling into our hands. For the next 18 months we are looking good that way, and local counter-offensives are always going to be the norm for any mechanized units.

The problem with the Russian PPSH is that it really isn't that great. Sure, the 71-round drum is pretty cool, but the basic load is only two of them, giving you 142 rounds. 6 mags of 28 rounds for an MP-40 gets you 168 rounds, and all the changing of mags keeps the shooter more aware of his ammo consumption.
On the other hand, if we ever get a hold of any of the Soviet auto-fifles, I'd be glad to check them out.

And on another note, I would like to have snagged a few of those sabers from the Cavalry we scattered... just because.

TAG - I agree about the Motorcycles, especially the sidecars. We need four wheels for many things, but the BMWs are still useful. Dispatch riders for one thing, allowing one squad worth of men to spread out over a big area is another. I'd like to hang on to what I can until we are re-equipped.
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  #172  
Old 29 May 17, 23:51
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I don't think we are talking PPSH here. The Soviets had a number of PPD's at the beginning of Barbarossa. It looks a bit like the PPSH. The PPSH was put into production after the Invasion. The main problem is getting hold of enough drum magazines.

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  #173  
Old 30 May 17, 00:00
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Pruitt is correct, these are PPD-40s (well, 8 and 3 PPD-38).
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  #174  
Old 30 May 17, 03:29
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One thing to temper our view of this battle.

The fighting was very disjointed, because we split the enemy at the outset and fought them only in bits and pieces throughout the battle. But overall, we were fighting roughly 2 companies, some of them dug in or occupying covered and concealed positions, with a decent AT gun, a mortar, and several heavy MGs plus tanks later on.
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  #175  
Old 30 May 17, 12:10
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Quote:
Originally Posted by The Exorcist View Post
Not wonting them myself I really don't have a dog in the fight, but as far as the SMGs go-

As long as we are advancing, lots of their ammo will be falling into our hands. For the next 18 months we are looking good that way, and local counter-offensives are always going to be the norm for any mechanized units.

The problem with the Russian PPSH is that it really isn't that great. Sure, the 71-round drum is pretty cool, but the basic load is only two of them, giving you 142 rounds. 6 mags of 28 rounds for an MP-40 gets you 168 rounds, and all the changing of mags keeps the shooter more aware of his ammo consumption.
On the other hand, if we ever get a hold of any of the Soviet auto-fifles, I'd be glad to check them out.

And on another note, I would like to have snagged a few of those sabers from the Cavalry we scattered... just because.

TAG - I agree about the Motorcycles, especially the sidecars. We need four wheels for many things, but the BMWs are still useful. Dispatch riders for one thing, allowing one squad worth of men to spread out over a big area is another. I'd like to hang on to what I can until we are re-equipped.
On the motorcycles, that's why we give them to the HQ in smaller numbers. They become used for scouts and messengers that way and aren't riding off into battle. One with a side car and a couple of funker (signals men) laying phone lines would be useful for example. It makes them mobile without taking up a truck or large vehicle.
Kubelwagen for a platoon of infantry would be more useful.

I agree that the HQ should have captures if they can't get standard German issue weapons. But, we shouldn't be pushing using captures in lieu of available standard issue equipment were we have it. There's going to come a time when those captures become a liability. If the weapon breaks, no repairing it in most cases. Resupply is iffy at best.

The PPD / PPsH has some serious flaws. That large drum makes the gun heavy and it tends to rattle some. Noise = bad, even small noises. Plus, we're trading striking range for up close firepower. That's not always a good thing either.
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  #176  
Old 30 May 17, 15:30
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Yes, but German Infantry thought Soviet SMG's were Primo Loot!

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  #177  
Old 04 Jun 17, 03:08
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Nice touch, letting the recce guys do a part of the brief!
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  #178  
Old 04 Jun 17, 04:05
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I agree. And it puts our recce unit where they should be.....out in front, and then in reserve.
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  #179  
Old 10 Jun 17, 20:17
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1100 Q&A

Exo

Quote:
1204? That can't be right.

And the 37mm isn't on the road! That would be nuts, it was between buildings... I will have to keep using maps to plot this out.
By turning the gun around, we should have the view as seen below, between the dark red arrows-
I'm sorry the gun isn't where you intended it to be. Your previous orders were to move it:

Quote:
Crouched low, we go to the AT gun. "Sorry about what happened to your leader, but it is time to get back into this fight. And mensch, do I have a great spot for you!"
I am thinking of the gap between the two building at the border of hexs 2104 and 2014. Looking north they would have an open field of fire all the way to the center of town. Between the 4 of us we should be able to get it there pretty quickly.
I couldn't find a border between grid squares 2104 and 2014, but based on your location and the requirement to "have an open field of fire all the way to the center of town" your men (and GM) decided you wanted it set up on or by the road on the border of the grid squares 2004 and 2104, nestled between the buildings on either side of the road. It can certainly be redeployed eastwards as indicated on your map, although this would not give visibility all the way up the road to the Town Hall.

Based on current location, you have visibility on the women in 1204 (east side of the road).

Gardner

The BT-7 has the same platoon markings as the others you (and the PaK) have engaged, but has not passed through the spaces you indicate as under Panzer field of fire.

Based on its entry into 2205 from the south, it must have followed some other path to reach the road along column 23.
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Old 10 Jun 17, 20:23
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Quote:
Originally Posted by Khryses View Post
[Gardner

The BT-7 has the same platoon markings as the others you (and the PaK) have engaged, but has not passed through the spaces you indicate as under Panzer field of fire.

Based on its entry into 2205 from the south, it must have followed some other path to reach the road along column 23.
That's why I said I don't think I've seen it. So, my actions are based on what my previous orders are. Support the panzergrenadiers in the orchard who are advancing. For that I need to get the platoon reoriented and moving again. To do that, I need to get out of what would otherwise be potential fire from my left (lower half of map).
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