Reverse movement command needed; German armor sections?

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RE: Reverse movement command needed; German armor sections?

Post by Prince of Eckmühl »

A member posted the following comments:
ORIGINAL: Yoozername

The CM model of shoot and scoot (one round) is not what I am arguing for. But advancing forward, firing a few rounds, and then withdrawing (typically to then get to another position) is a WWII tactic. Especially in terrain that allows you to do so.

I think the whole debate is if a vehicle could be tasked with moving forward, shooting, and then withdrawing in the same orders phase. And as I have already said, it would be a rare occurance. But firing in the orders phase, even after a short move, and then withdrawing in the reaction phase (a form of shoot and scoot mind you) IS a WWII occurance.

Now back to people flip-flopping and trying to put words in others mouths...

Well, then let's run this one by you again:
ORIGINAL: Yoozername

From Armor Battles of the WaffenSS..pg. 166 (TigerI)

The commander as always gave precise instructions:
"Panzer-halt! Radio Operator MG-open fire on infantry targets! Antitank Shell-tank farthest to the right-400 Fire!"



{Analysis: I bet these terse direct commands could be relayed in seconds. In game terms, the vehicle is committed to firing. But I doubt that it would take that long to fire 3 - 4 AT rounds once the target is engaged}

Our first shell was wide, but the second hit the center of the rear, probably the engine compartment. After a few seconds a mushroom cloud of smoke billowed from the tank. Our shell had ripped the tank around at full speed. Its front and and the gun were pointed at us, but no shell came out. Two HE shells stopped bail outs.


{Analysis: 4 shots to handle this vehicle. I am amazed that they would fire HE in the midst of battling tanks. They are taking on a Canadian platoon of tanks by the way. The other Canadian tanks are moving as we will see. Obviously, the German does not view moving enemy tanks as a threat. I would put the whole sequence at 25-35 seconds.}

The second tank was in the gunsight of the gunner. "Same distance-aim ahead of it! Fire!" It too took the hit at full speed to the side. The third and fourth tanks stopped and opened fire on us.


{Analysis: This shows the extreme accuracy of these guns. Especially once a target/area is aquired. The second tank appears to only get one shot into it. I would put the German tank into 'reaction' phase timeline by now.}

But as their first shells were going by us, they quickly rolled backwards out of our field of vision into a gully.


{Analysis: This realistic example shows the 'tacAI' type behaviour of counter-fire and reaction I would like to see. The use of reverse by the 'morale' model. The platoon has been halved and it is in dire straits. Similarly, I would like the player to command this reverse also. With some added effects. By doing so, the platoon becomes out of command and control or some other 'drama'.}

Finale!

We fired some more on the Canadians, retreating hastily, with the turret MG and explosive shells and then joined the departing vehicles of the staff at slow speed backward across the hill just before Eraines.


{Analysis: Here we see again reverse movement on both the canadian and German part during a battle. The German is reversing AND firing.}



So, which one of these is correct? The poster can't have it both ways. It's got to be one or the other.

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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

No clue what you are gushing about.  Good luck.  Troll.
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RE: Reverse movement command needed; German armor sections?

Post by Prince of Eckmühl »

ORIGINAL: Yoozername

No clue what you are gushing about. Good luck. Troll.

Just wanted to get a snapshot of this before the member can edit it. [:D]

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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

I wouldn't edit it.  You are a troll.  And now a Paparazzi. 
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

ORIGINAL: Mobius

ORIGINAL: Yoozername
I would also like to throw out the tactic of Firing From the Short Halt also.  This is a tactic where a TC spots a target while moving, orders the vehicke to quickly halt, a single shot is fired whereby the driver immediately starts moving again after hearing the report of the gun.  This was clearly explained in a book about combat in North Africa.  A British tanker in a Honey I believe.
Not so fast, an Army psychologist who did some testing said that tankers in motion tend to feel they are in motion for a few seconds after stopping in a tank. (Maybe its an inner ear thing.) Anyways when they stop they should wait a few seconds before firing or their shooting is off. Almost as bad as when moving. So the short halt is what the tanks of the time were using but the best shooting comes after they settle down a little while.
While the book explains it as a forward moving drill, it could also be used in a rearward fashion I suppose.
I don't know about this. I don't have any data either way. As such the game shouldn't include it until there is.

It would take a few seconds to get the gun on target once halted. I would like to see that report if you can post or 'cite it. Perhaps its dealing with gyrostabilized modern vehicles?

The example I gave from Armor Battles of the WaffenSS actually has an example of this (firing and backing away). The surviving two shermans stop their move, fire and back away. Its not a drill so much but more of a reaction effect.

Thats the heart of this thread. What is a drill and what is a reaction effect. What occurs at the platoon/section command direction and what happens at the afv survival/morale level.
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RE: Reverse movement command needed; German armor sections?

Post by Prince of Eckmühl »

ORIGINAL: Erik Rutins

ORIGINAL: Yoozername
And Dorosh, I love stories about dead canadian tankers especially.

Let's leave the tasteless comments at home please.

I just want to reinforce that from the design standpoint, I think having some kind of ordered withdrawal in the reaction phase is reasonable. Having automatic shoot and scoot is probably not.

I'd like to steer this discussion towards what you all think the best implementation of that would be. Should the withdraw reaction be limited to platoons with Engage or Defend orders? Should it be limited in terms of distance moved? Should it be limited to Veteran or better crews? etc. Let's discuss.

Regards,

- Erik

Hi Erik,

I've endorsed the ENGAGE and DEFEND options at a couple of points in the thread. It'd probably be a good idea to have the REVERSE movement be slower than when moving forwad. I'd also suggest that adjacent infantry pass a morale check if the vehicle attempts to pass through their position, particularly if the AFV is buttoned.

PoE

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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

interesting..

ASSAULT GUN TACTICS

To teach German infantrymen some of the tactics used by assault guns, the Fifteenth German Army outlined the advantages and disadvantages of these self-propelled weapons so that the infantry could have a better understanding of how to cooperate with them in the field.

In reply to the question "What must the infantry know about the assault guns?" the Germans offer these comments:

The assault guns are the strongest weapons against hostile tanks. They engage all your most dangerous enemies, and destroy them or force them to take cover. Assault guns are strong when concentrated, but have no effect when used in small numbers. They are capable of forward fire only, since they have no turrets; therefore they are sensitive to attack from the flanks. This is why the guns must never be employed by themselves, but always in conjunction with infantry. These weapons may be considerably restricted by marshy land, thick woods, and natural or artificial obstacles; moreover, they constitute large targets. They can see and hear little. Even during a battle, the assault guns occasionally must withdraw to cover, and obtain fresh supplies of ammunition and fuel.

This brings us to the question of how the infantry should assist the assault guns.

Infantrymen must draw the guns' attention to hostile tanks and other targets by means of the signal pistol, prearranged light and flag signals, and shouting.

The infantry must neutralize hostile antitank guns.

The flanks of assault guns must be covered and protected by the infantry against hostile tank-hunting detachments, which are always ready to operate against our assault guns. Such protection is especially necessary in built-up areas and in terrain where visibility is poor.

The infantry must warn the assault guns of the proximity of anti-tank obstacles and mines, and must be prepared to guide the guns through such obstacles.

The infantry must take advantage of the guns' fire power to advance in strength via prearranged lanes not under fire.

The assault guns must be given sufficient time for reconnaissance. The guns and the infantry will formulate plans through personal consultation, and will ensure means of communications during battle.

Infantry should not stay too close to the guns, and should not bunch. Instead, deployment is advised, to lessen the danger of drawing hostile fire and to avoid injury by ricochets.

Since the driver of an assault gun has limited vision, infantrymen must keep in mind the danger of being run down, and must move accordingly.

Assault guns are "sitting targets" when they have to wait for the infantry; infantrymen can find cover almost anywhere, but the assault guns cannot.

Since the guns fire at the halt, the infantry must gain ground while the guns are firing.

Although the assault guns are of great assistance when ground is being gained, it is the infantry that must hold the ground.


Since the assault guns must keep their ammunition available for unexpected or especially dangerous targets, the infantry must engage all the targets that it can possibly take on with its heavy and light weapons.

Although the assault guns must withdraw after every engagement, to prepare for the next engagement where their assistance will be required, the infantry will not withdraw.

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RE: Reverse movement command needed; German armor sections?

Post by Mobius »

ORIGINAL: Yoozername
I think the whole debate is if a vehicle could be tasked with moving forward, shooting, and then withdrawing in the same orders phase.  And as I have already said, it would be a rare occurance. But firing in the orders phase, even after a short move, and then withdrawing in the reaction phase (a form of shoot and scoot mind you) IS a WWII occurance.
I think the debate was if it was reasonable to be able to order a tank to do this 80 seconds ahead of time. As it is you can not order three things in a turn move forward, fire and back away.

So the crux of this now is that you want an engage or defend order i.e. fire in the first phase with a reaction of back away? The problem I see with this is that the players would expect to be able to fire at a new target coming into view during his first phase. However that target was not in view during the first phase. (There is not RTS sighting at 17.04 seconds into the phase. It is done at the phase level I think) Thus it only comes into view at the end of the first phase. So the firing would have to take place in the reaction phase, the phase the shoot and scooter is moving.
However, there could be some wiggle room in this. As a full moving tank gets one shot, so too could a shoot and scooter if the coming into sight target was real close.
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

ORIGINAL: Mobius

[font=arial]The original way Soviets were to be issued orders was at the company level.
I think the one turn delay in Soviet orders is to partially represent this as orders
take a turn to travel down from CHQ to platoon command. 
[/font][/align][font=arial]In winter of 1942 Soviet medium and light tanks were in companies of 10 tanks while heavy tanks were in companies of 5 tanks each.[/font][/align][font=arial]It might be a little hard for new players to manage a mob of 10 tanks.[/font][/align][font=arial][/font] [/align][font=arial]As for minor reversing, maybe Defend could be modified to add a sub-move of a 'shift' of 25m or less in any direction?   So tanks could get into better firing positions or hull down positions.
In PW AFVs are only penalized +1 to-hit if they only shift or pivot and not move at Advance move speed.
[/font][/align]

I would want the Soviet 10 tank companies to have 'Bound' as an order then. This just models the 10 tank orginazation being locked together is all.
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RE: Reverse movement command needed; German armor sections?

Post by junk2drive »

I see "things" debated in all types of computer games at various forums. The one thing that seems to be constant is "how will the AI opponent handle this?". Sometimes things that would be in a game are not because computers have not yet reached the point where a component will work for both human vs human and human vs AI.
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

ORIGINAL: junk2drive

I see "things" debated in all types of computer games at various forums. The one thing that seems to be constant is "how will the AI opponent handle this?". Sometimes things that would be in a game are not because computers have not yet reached the point where a component will work for both human vs human and human vs AI.

Good point. The abstraction of the 40 second 'chunks' of time is very much a major parameter in the design.

What can a unit be expected to do once orders are assigned for its 'future'?

The retargeting and other parameters needs to be tweaked.
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

http://www.battlefront.com/cgi-bin/bbs/ ... 019208;p=5

I must say; Dorosh is still obsessed with me after all these years.

I just read that Sherman tankers used reverse extensively; to change direction! They back up a bit and then move forward. Thats how they changed direction from a stand still it seems.

It was in the German vs Allied eqpt report to Eisenhower. The US tankers appreciated the Panther and Tiger chassis ability to turn in place.

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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

ORIGINAL: Michael Dorosh
ORIGINAL: Mobius

ORIGINAL: Yoozername
The classic offensive use of reverse is to shoot and scoot. A short move forward followed by a quick reverse upon firing (driver does this automatically).
If it's so 'classic' a couple of WWII references please.

Exactly.

Donald Graves mentions a Sherman trying to reverse at Kapelsche Veer during the fighting there in Jan 1945 in his book SOUTH ALBERTAS: A CANADIAN REGIMENT AT WAR. Shermans didn't have rear view mirrors, naturally, and the only way to accomplish a reverse of anything more than a few yards was for the crew commander to open the hatch and look behind the tank. At Kapelsche Veer, a crew commander was killed by a sniper while doing just that. When operating in close quarters with friendly infantry and under fire, I suspect crews would be very reluctant to try and reverse blindly, especially tanks without commander cupolas.

I'd like to see a reference to "shoot and scoot" also as something that was done in the realm of reality rather than something we've all seen in CM or other games.

A good retort (I think it is only fair to share this here..since Dorosh wants to talk smack in that thread..)
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posted September 03, 2006 10:28 PM
--------------------------------------------------------------------------------
Your example is one where the commander got shot - one presumes that was not always the case since Canadiansoldiers.com says:


quote:
--------------------------------------------------------------------------------
In Jan 1945, only one tank of the South Alberta Regiment had a commander's cupola with vision blocks.Graves P.260 Most Canadian Sherman crews in the Second World War were faced with the choice of restricted fields of vision using periscopes, or dangerous exposure to enemy fire through open or partially open hatches. Some maneuvers were particularly difficult - such as backing the Sherman up. Reversing out of trouble was often preferred as the armour of the Sherman was much thicker in the front than in the rear. Other times, tight terrain or other obstacles made reversing the only way to maneuver. As restrictive as vision was forward, it was non-existent in reverse and the driver had no rear view mirror to guide him. When his tank was on an icy dyke at Kapelsche Veer, Lieutenant Ken Little of the SAR found he couldn't turn around.

As his driver's vision to the rear was extremely limited, Ken opened his hatch to guide the man through this tricky manoeuvre and was killed instantly when a German sniper shot him in the head.Graves P.257

--------------------------------------------------------------------------------

Note this uses your example of how dangerous it was - not that is wasn't done.

it also apparently states that some Shermans WERE fitted with cupolas - found it - M4A3 onwards:
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RE: Reverse movement command needed; German armor sections?

Post by madorosh »

ORIGINAL: Prince of Eckmühl
ORIGINAL: Erik Rutins
I just want to reinforce that from the design standpoint, I think having some kind of ordered withdrawal in the reaction phase is reasonable. Having automatic shoot and scoot is probably not.

I'd like to steer this discussion towards what you all think the best implementation of that would be. Should the withdraw reaction be limited to platoons with Engage or Defend orders? Should it be limited in terms of distance moved? Should it be limited to Veteran or better crews? etc. Let's discuss.

Regards,

- Erik

Hi Erik,

I've endorsed the ENGAGE and DEFEND options at a couple of points in the thread. It'd probably be a good idea to have the REVERSE movement be slower than when moving forwad. I'd also suggest that adjacent infantry pass a morale check if the vehicle attempts to pass through their position, particularly if the AFV is buttoned.

PoE

(aka ivanmoe)

To answer Erik's comments, there should be a restriction on exactly how far a unit should be allowed to drive in reverse, especially if buttoned up. The chance of bogging should be increased, and if in a built up area the chance of driving into a building (especially if the vehicle has no vision cupola). I agree it should be slower - much slower - than driving forward. Bearing in mind that some armoured cars had two driver positions (one in front, one in back) and were specifically designed to drive in both directions, so they should not be penalized by reverse movement other than perhaps speed.
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

A US TD unit, Battle of the Bulge....
I didn't see anyone; we didn't have any help from anybody. But anyway when we got into Waldbillig I had to go around and pick my gun positions. We usually had the Reconnaissance Company go in ahead and they'd tell you how many enemy were there, they'd say "put your guns over here, put your guns over there" and they would tell us what to do. But we got in there and our Reconnaissance Company - two of their platoons were with these people that had been sent up north and we had one platoon that was supposed to help us but they were in this little town back in Puchenau and they weren't any help to us. But see we still didn't know that we were in a battle, we saw some enemy but we didn't get too excited about the fact that we were chased out of Consdorf but anyway I had to go around and get these guns into position.
As my driver and I drove down this country road shells started landing behind us and man alive…I was an Artillery Officer and I knew what happens when shells start landing around you that somebody is directing the fire. The people that are shooting the guns, they don't see you but they are being guided by someone who does see you and so I said to my driver "if any shell lands in front of us, you stop and go backwards as fast as you can!" The very next shell lit right in front of us. Well it hit quite a ways from us otherwise we'd have been killed because they have about a 50 yard to 75 yard area that they kill everything within that area. Anyway this shell lands right in front of us and I didn't have to tell him to go back. He went back as fast as he could. Well the next shell landed right where we would have been so I'm one of the few people (I think) that have ever been chased by a German 88 and lived to tell about it. We got back and that was my first experience. That's the first time I had ever been shot at, that was the first time that I had ever been in a battle situation when I was going down this country road in Waldbillig when these shells started landing by me.

Same battle..
So you're in Waldbillig and row and row of infantry are coming at you?

They would come at us and so we would shoot directly at them. See that's our secondary role was to shoot at vehicles and their individuals and so those infantrymen as they came at us we were able to get them all because they were in line and the reason they were in line was (and why they kept coming) was because the Germans sent the infantrymen out ahead of their tanks. Hitler would not send out a tank that didn't have soldiers in front of it to protect the tank and so these infantrymen were preparing to protect the tanks so that the tanks could come. I didn't see a tank and I fought them for a week and I never saw a single tank because all we did was shoot infantrymen.

You were saying you had to use your main cannon on them?

On these Tank Destroyers they had a 50-caliber machine gun but they weren't close enough to use them, we used the tank on them and we killed or wounded everybody that came and I didn't see a single German in that town (any soldiers). We kept them out of that town and for three days we were there by ourselves and then the third day some infantry came up and they had dug in behind us. They thought we were going to get wiped out and instead of protecting us we were protecting the infantry. So that was the 4th Infantry Division that came in behind us.
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RE: Reverse movement command needed; German armor sections?

Post by Mobius »

ORIGINAL: Yoozername

A US TD unit, Battle of the Bulge....
As my driver and I drove down this country road shells started landing behind us and man alive…I was an Artillery Officer and I knew what happens when shells start
....these shells started landing by me.
You left out what kind of vehicle this is. Could be a jeep or an AC as they generally went ahead of the TD to scout for the enemy.
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RE: Reverse movement command needed; German armor sections?

Post by Yoozername »

Its a TD unit, see revised post. But it could be a jeep. The point is, that any vehicle will use reaction reverse as fast as possible.
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RE: Reverse movement command needed; German armor sections?

Post by Bil H »

ORIGINAL: Erik Rutins

I'd like to steer this discussion towards what you all think the best implementation of that would be. Should the withdraw reaction be limited to platoons with Engage or Defend orders?

Why make that distinction? Any vehicle regardless of task can come under fire and will need to have some capability to react other than just firing back... also, I would like to see it on a per-vehicle basis.. not Platoon. Why reverse the entire Platoon when only one or two vehicles need the action? That just feels wrong to me.
Should it be limited in terms of distance moved?

I would perhaps only allow reverse movement during the reaction phase.. why restrict the distance when that will automatically be restricted by the 20 seconds of reaction time? I wouldn't even reduce the speed in reverse.. if this is indeed a reaction this vehicle is not going to be carefully picking its way backwards but will be going as fast as they can until they are under some sort of cover or at least out of the LOF of the enemy unit.
Should it be limited to Veteran or better crews? etc. Let's discuss.

Again, this is where I would like to see some different reactions, perhaps controlled by the vehicle AI... either back out as quickly as possible, continue on, but perhaps speed up, or stop and face the enemy fire. Which is done according to SOP and training level we can discuss, weighting each behavior according to skill level and type of tank... I would say that a Tiger would be more likely to stop and look for its enemy than reverse due to the confidence it gave its crews. Same can be said for T-34 crews against early German tanks. That being said, even these tanks would perhaps seek a hull down pstion, which would require some reverse movement. So a mixture of reactions could be in order.

What I'm getting at is that the ideal implementation for me would be for the game AI to handle these reactions completely with some fuzziness of course. If this game is going to concentrate on C2 then the player shouldn't need to be bothered with these decisions.

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RE: Reverse movement command needed; German armor sections?

Post by Erik Rutins »

ORIGINAL: Bil H
Why make that distinction? Any vehicle regardless of task can come under fire and will need to have some capability to react other than just firing back... also, I would like to see it on a per-vehicle basis.. not Platoon. Why reverse the entire Platoon when only one or two vehicles need the action? That just feels wrong to me.

It would be per-vehicle, but the idea of basing it on platoon orders is based on what those suggest about readiness and reaction time. I don't think it's unrealistic that a platoon ordered to Rush might not have a Withdraw command in the Reaction phase. They would still be able to Halt as always. Orders such as Engage and Defend having a Withdraw reaction makes more sense as far as what the crews would be ready for. I could also see this extended to Advance and possibly Bound based on that argument.
I would perhaps only allow reverse movement during the reaction phase.. why restrict the distance when that will automatically be restricted by the 20 seconds of reaction time? I wouldn't even reduce the speed in reverse.. if this is indeed a reaction this vehicle is not going to be carefully picking its way backwards but will be going as fast as they can until they are under some sort of cover or at least out of the LOF of the enemy unit.

Seems reasonable.
Again, this is where I would like to see some different reactions, perhaps controlled by the vehicle AI... either back out as quickly as possible, continue on, but perhaps speed up, or stop and face the enemy fire. Which is done according to SOP and training level we can discuss, weighting each behavior according to skill level and type of tank... I would say that a Tiger would be more likely to stop and look for its enemy than reverse due to the confidence it gave its crews. Same can be said for T-34 crews against early German tanks. That being said, even these tanks would perhaps seek a hull down pstion, which would require some reverse movement. So a mixture of reactions could be in order.

This is where I do like to put the decision in the player's hands. I feel that while we want to implement some basic "automatic" reactions, 40 seconds is a short enough time for the player to make many of the reactions. I think the comparison of tank types based on period of war, etc. is going to get very complex very quickly. I think an improved AI should have a basic lethality/survivability evaluation in how it reacts, but this should be influenced heavily by the orders given to it by the human player - hence the "stance" idea as well, to allow the human to guide the AI in this respect.
What I'm getting at is that the ideal implementation for me would be for the game AI to handle these reactions completely with some fuzziness of course. If this game is going to concentrate on C2 then the player shouldn't need to be bothered with these decisions.

I have to diverge with you on that - I think a lot of fun in a game is having the ability to make those decisions yourself. I agree that the tactical AI intelligence should improve, but not to the level of automation that would not require human decision-making.

Regards,

- Erik
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RE: Reverse movement command needed; German armor sections?

Post by Prince of Eckmühl »

ORIGINAL: Bil H

Why make that distinction? Any vehicle regardless of task can come under fire and will need to have some capability to react other than just firing back... also, I would like to see it on a per-vehicle basis.. not Platoon. Why reverse the entire Platoon when only one or two vehicles need the action? That just feels wrong to me.

Hi Bil,

The game appears to have a built-in "reverse" function. I'm not sure what triggers it. I never thought to ask. Perhaps it's a failed morale check.

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