pre-plotterd fires, mines, obstacles

Post new mods and scenarios here.

Moderator: MOD_Flashpoint

Post Reply
WABAC
Posts: 510
Joined: Sat Jan 25, 2014 6:40 pm
Location: Where Satan buys hinges

pre-plotterd fires, mines, obstacles

Post by WABAC »

Haven't seen any examples of this outside of the tutorial IIRC. But the first scenario I am working on is a defensive mission so I'm wondering how many of those little crosses can be put on the map before I escape the bounds of verisimilitude? Assume 36 to 48 hours of preparation time -- if that makes a difference.

Might as well get some comments on mines and obstacles if anyone has any. I understand the game does not yet model engineer functions, but assume that there is a company of engineers available to knock down trees, plant mines, etc., in 36 to 48 hours.

Anyone want to weigh in?

User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: pre-plotterd fires, mines, obstacles

Post by Mad Russian »

30 minutes to clear a mine or obstacle. That's 30 minutes each. So, if you put a triple belt of them on the map it will take them at least 1 1/2 hours just to breach them. If they are mines and at any time the breaching unit is killed the next unit starts with a fresh 30 minutes.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
WABAC
Posts: 510
Joined: Sat Jan 25, 2014 6:40 pm
Location: Where Satan buys hinges

RE: pre-plotterd fires, mines, obstacles

Post by WABAC »

My question is more like how many do I get rather than how long to get through one.

I am at the stage where I am redecorating the map for my first scenario. I am asking what is a reasonable number of mines and obstacles to place on the Red Storm 1 map if a company of engineers has 36 to 48 hours to work on it before the Soviets come boiling out of Meinegen.
User avatar
CapnDarwin
Posts: 9728
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: pre-plotterd fires, mines, obstacles

Post by CapnDarwin »

MR is the man to answer that one having been and engineer. I'm sure he can give you some good ideas.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
WABAC
Posts: 510
Joined: Sat Jan 25, 2014 6:40 pm
Location: Where Satan buys hinges

RE: pre-plotterd fires, mines, obstacles

Post by WABAC »

Sometime this weekend I will post my map work so far. Visual references always help.

I hope we can get some Artillery to weigh in as well. Right now I've registered every inch of the main road from north to south. [:D]
MikeAP
Posts: 274
Joined: Fri Mar 07, 2008 2:28 am

RE: pre-plotterd fires, mines, obstacles

Post by MikeAP »

ORIGINAL: WABAC

My question is more like how many do I get rather than how long to get through one.

I am at the stage where I am redecorating the map for my first scenario. I am asking what is a reasonable number of mines and obstacles to place on the Red Storm 1 map if a company of engineers has 36 to 48 hours to work on it before the Soviets come boiling out of Meinegen.

Engineers don't lay mines in real life. Engineer Companies are a mix of different engineer assets (bridges, blades, bull dozers). The grunts lay mines, engineers oversee and provide expertise.

There are four types of obstacles in real life: turn, fix, block, disrupt. Each type, depending on its area has a time limit allocated. There is a doctrinal equation that accounts for number of mines and area that will produce a time.
WABAC
Posts: 510
Joined: Sat Jan 25, 2014 6:40 pm
Location: Where Satan buys hinges

RE: pre-plotterd fires, mines, obstacles

Post by WABAC »

ORIGINAL: MikeAP

Engineers don't lay mines in real life. Engineer Companies are a mix of different engineer assets (bridges, blades, bull dozers). The grunts lay mines, engineers oversee and provide expertise.

There are four types of obstacles in real life: turn, fix, block, disrupt. Each type, depending on its area has a time limit allocated. There is a doctrinal equation that accounts for number of mines and area that will produce a time.
And those equations are?

Probably helpful to know that this will be an early 60's company attached to a battle group. Assets were considerably sparser:

Per FM-5-132 May, 1960:
The equipment in company headquarters includes
pneumatic reconnaissance boats, mine scoop, pneu-
matic tool and compressor outfit, and a medium
tractor with angle dozer blade. The equipment in
platoon headquarters includes carpenter and pioneer
tool kits, a portable electric pioneer outfit, a wheeled
scoop 4-in-1 bucket loader, a demolition set, and a
dump truck. Each squad contains carpenter and
pioneer tool kits, chain saw, demolition set, and a
dump truck.

All of the fancier stuff was held in a couple of platoons in the HQ company.
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: pre-plotterd fires, mines, obstacles

Post by Mad Russian »

FM5-34 is the one you are looking for.

MikeAP is correct to a point. "Normally" combat engineers are broken up and have manpower added for standard missions like laying mines. However, if the mission is critical enough the engineers will be tasked to do it themselves.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Post Reply

Return to “Mods and Scenarios”