Guns in 6.1

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Larry Holt
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Joined: Fri Mar 31, 2000 10:00 am
Location: Atlanta, GA 30068

Guns in 6.1

Post by Larry Holt »

There seem to be two significant changes in 6.1;
-the ranges of MGs and rifles have been adjusted
-guns (howitzers, ATGs, etc.) are very hard to spot.

The second makes them much more useful. I have found it is very difficult to attack positions defended by a combination of MGs, ATGs and howitzers in direct fire mode. Especially when in cover. Tanks get chewed up by the ATGs and the tactical solution should be to use infantry. However, it takes infantry so long to advance that they get chewed up by the MGs and howitzers. Tanks should supress them but they can't be seen to do so. Artillery doesn't seem to make much impression on the defenders in cover. I can lay a 75mm or 105mm battery on the suspected location (I can observe where the shot is coming from even if I can't see the unit) then find the gun is "ready" when I do locate it.

This is not a gripe! I think that this is the way it should be and really shows the use and benefits of ATGs in WWII. In 6.x they really come into their own.
Never take counsel of your fears.
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Paul Vebber
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Post by Paul Vebber »

Smoke and "Z-key" fire can be a big help here also...

Note that ranges are not adjusted that much for rifles and MGs, just their effects. Rifles only get lethal inside 350yards, MGs at long range can put a lot of suppression on an AT gun!

[ July 17, 2001: Message edited by: Paul Vebber ]
SAMWolf
Posts: 139
Joined: Sun Jul 30, 2000 8:00 am
Location: Oregon, USA

Post by SAMWolf »

Originally posted by Paul Vebber:
Smoke and "Z-key" fire can be a big help here also...
This is where I wish smoke dischargers could be re-supplied from ammo trucks/dumps.

The cry of my troops in 6.1 has been "MORE SMOKE!"
Kluckenbill
Posts: 258
Joined: Wed Jun 07, 2000 8:00 am
Location: Lancaster, PA, USA

Post by Kluckenbill »

Agreed.

Just a couple of observations.

I've found that pounding a defender for several turns with artillery is relatively effective in suppressing them, also in creating a temporary 'dust screen' that obscures their vision.

Although I agree that the abilities of guns and infantry are now more accurately modeled, it does lead to real problems in attaining victory conditions. Many early scenarios, as well as the long campaigns, seem to assume a level of tactical mobility that is no longer attainable.

I've also found that in some infantry heavy fights, ammunition becomes a problem for my tanks and halftracks. In past versions I've never needed to have ammo trucks follow along with my attackers, unless I used certain units like SIG's or JSU152's with low ammo loads. Now I'm finding my tanks are shooting off not only their HE rounds, but are even running out of coax ammo! Now that's a real fire fight.
Target, Cease Fire !
TheOriginalOverlord
Posts: 337
Joined: Tue Jun 20, 2000 8:00 am
Location: The Marines

Post by TheOriginalOverlord »

MGs at long range can put a lot of suppression on an AT gun!
Ask Warrior about the Vickers MG's at long range (15 hexes or so) in our last desert battle. I seemed to think they were putting down a good amount of fire.

Sure wish you could get indirect fire with the MG's to work, then you could show how good the Mk 8Z ammo was out at 4,000yds in plunging fire!
Semper Fi!

Jeremy

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