82 mm mortar rounds killing tanks?

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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AC
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82 mm mortar rounds killing tanks?

Post by AC »

When playing last night one of the final battles of the "Watchword Freedom" campaign - btw, compliments for this challenging one to Mr. Wilder - one Panther and one StugIV were killed by top hits from 82 mm mortar shells. Now, I know that 150 mm arty can do that; but I never saw it done by mortar shells.
Also, several of my units were hit 8 or 9 times at once by the same mortars, reducing them to 99 suppression. Note that it was a nightfight with 3 hexes of visibility, and I myself wasn't able to achieve such an accuracy with my mortars - to say it all, I didn't even on sunny days ;-).
I guess that maybe there where some russian FO's out there, which I wasn't able to spot, but being hit that hard seemed a little to much to me.
Maybe someone out there can give me some feedback on that.
(This is not a complaint, and sorry if this argument was treated before).

AC
"Tridentina, avanti!" General L. Reverberi leading his Alpini troops in the decisive assault on Soviet-held Nikolajewka, 26th January 1943
halstein
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Post by halstein »

Tanks usually have rather thin top-armour, so a 82-mm mortar round hitting the tank-top, could quite well destroy the tank, with a bit of (bad) luck.

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königstiger
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Post by königstiger »

i had the same problem in this scenario battle, two of my panthers were knocked out by 82mm top hits...

seems that this was a bug in this scenario..
Tommy
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Post by Tommy »

While it is probable that if an 81mm mortar top hits a tank, it will immobilize or destroy it, the probability of a hit on a moving tank must be close to zero. AI mortars seem to be way to successful in hitting AFV's. See Mike's link on infantry AT weapons and skip down to the mortar section. The Germans gave up using it as an AT weapon due to the low prob. of a hit.


Click here for Mike's link

Tommy


[This message has been edited by Tommy (edited March 06, 2001).]
murx
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Post by murx »

I dont think it's a bug ... a 81mm or 3" mortar are meanies. They pack a real good punch. And if the crew is unlucky and has one or both hatches open the airshock alone can kill the crew.

150mm arty will shred a tank, a direct hit will leave a smoldering wreck. A near miss will tear off all external attached equipment including antennae and probably seriously damage any tracks.

Even today NEVER get your tank into an arty barrage. Either back off or get through it as ffast as possible - dont stop !!!
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madflava13
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Post by madflava13 »

When that sort of thing happens to me, I just pretend the exhaust system or some other critical part of the tank got trashed.. If my tank was filling up with exhaust because of a mortar hit, I might unass it too... Thats just how I justify these casualities though.

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Post by Greg McCarty »

Originally posted by AC:
When playing last night one of the final battles of the "Watchword Freedom" campaign - btw, compliments for this challenging one to Mr. Wilder - one Panther and one StugIV were killed by top hits from 82 mm mortar shells. Now, I know that 150 mm arty can do that; but I never saw it done by mortar shells.
Also, several of my units were hit 8 or 9 times at once by the same mortars, reducing them to 99 suppression. Note that it was a nightfight with 3 hexes of visibility, and I myself wasn't able to achieve such an accuracy with my mortars - to say it all, I didn't even on sunny days ;-).
I guess that maybe there where some russian FO's out there, which I wasn't able to spot, but being hit that hard seemed a little to much to me.
Maybe someone out there can give me some feedback on that.
(This is not a complaint, and sorry if this argument was treated before).

AC
I rarely kill MBTs with 82mm tubes, but
they are hell on open top vehicles and light
tanks as well. I wont hesitate to use them on any afv at range just for their fire suppression ability alone. In addition a stout hit on an MBT with one of these may not
do any damage, but it can cause it to go buttoned; and to me, thats always a benefit.

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AC
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Post by AC »

Originally posted by königstiger:
i had the same problem in this scenario battle, two of my panthers were knocked out by 82mm top hits...

seems that this was a bug in this scenario..
So I will consider myself a lucky guy, since I lost only one Panther!

AC
"Tridentina, avanti!" General L. Reverberi leading his Alpini troops in the decisive assault on Soviet-held Nikolajewka, 26th January 1943
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Post by timc »

Once upon a time, in another life, I was umpiring a miniatures wargame at Fort Benning. The Red player had to roll a twelve with two dice to get a hit on a tank with a mortar. He did. Then he had to roll another twelve to kill the tank. He did that, too.
The Blue player was furious and kept arguing about the odds of killing a tank with a mortar. Yep, maybe about the same as the odds of rolling two consecutive twelves.
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Post by Igor »

In a long generated campaign I'm running through (communist Chinese), I'm capturing Japanese tanks to the tune of 2-4 a battle by chasing out their crews with 50mm mortars (then killing the crew). Sure, Japanese tanks are a joke; but a 50mm grenade is rather weak to be inflicting damage.

Of course, my next action is to tell the next cavalry squad down the list "Time to learn to drive, Comrades!". At this rate, I'll have a battalion of those toys by 1934...
Tommy
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Post by Tommy »

Could it be that this AFV killing with mortars is out of whack because the game uses the hit probability of the mortar vs infantry, and applies it to the AFV?

For example, if a 81mm mortar lands anywhere in a circle 25M in radius around a squad, it's a hit. (I don't have a clue as to the hit radius used by SPWAW; any help SPWAW guys??). That's an area of 2,000 sq M. An AFV 3M by 10M (top hits only, width x Length) is an area of 300 sq M. We might be talking of kill probabilities 7 to 10 times smaller. This assumes that every top hit is a kill.

So, SPWAW guys; do you take into account the much smaller kill zone for an AFV (ie, a direct hit on a "point" target) versus a large kill zone, area target that the infantry presents?

Tommy
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Post by Guardian »

Related to last post: What are the kill zones for artillery pieces? I mean 25 m radius for 81 mm mortar sounds a bit too low for me. 100 or 150 metres SAFE radius was told to me in army (dont remember which one). That makes kill zone to be at least 50 metres (I think. maybe more). So anybody knows for sure?
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Post by USMCGrunt »

Originally posted by Guardian:
Related to last post: What are the kill zones for artillery pieces? I mean 25 m radius for 81 mm mortar sounds a bit too low for me. 100 or 150 metres SAFE radius was told to me in army (dont remember which one). That makes kill zone to be at least 50 metres (I think. maybe more). So anybody knows for sure?
Guardian, usually the safe radius is used in training or as a guideline. This takes into account such things as rounds dropping short. The effective casualty radius is usually lower. If I remember correctly, the casualty radius for the 81mm mortar using he was around 20m - 25m, but I'ld have to dig out my old BST/EST book to check.



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Guardian
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Post by Guardian »

Ok. So how many hexes does artillery affect in game? (casualties/suppression) I have rarely seen 155mm batteries killing anyone outside the hex where shells landed. But after all I havent played very much.
PS. I read from one book in army that safe range for heavy artillery is 400m (in war situation assault) and my mind is saing that somebody said/I read from somewhere that 155 shell would kill at least up to 150m. Might have been even 250m. But I am not sure at all about last part.
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Post by Warrior »

I dont't know about anybody else, but I REGULARLY target tanks with 81mm mortars. I've gotten a lot of kills that way.
Retreat is NOT an option.

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Post by Paul Vebber »

If the warhead size is 6 or higher there is a chance of killing something one hex away, at 9 there is a chance of killing 2 hexes away, and at 12 3 hexes away. Those are the minimum threasholds and moving up one level is where one expects to regularly see kills at that range - so 9 warhead size should kill 1 hex away fairly often, 12 warhead size to kill 2 hexes away.

WW2 tanks were vulnerable to mortars and cases abound where mortars either set tanks spare fuel on fire, killed an exposed crewmember, otherwise just chased them off because they weren't sure what was shooting at them.
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Post by Pack Rat »

Originally posted by Guardian:
Ok. So how many hexes does artillery affect in game? (casualties/suppression) I have rarely seen 155mm batteries killing anyone outside the hex where shells landed. But after all I havent played very much.
.
Play a little more. 155mm (and other types) kills in hexes next to the actual hit are common. Suppression is the real killer because if you can't rally to move them and your oppenent is artillery wise, they keep it coming. Smoke will cut the visabilty and it's hard to continue a barrage when you can't actually see the enemy anymore. But do some continued fire anyway cause they're still there. The supression radius depends on the type of gun/rocket doing the firing. So what ever it is, it's too damn big if you're on the recieving end. Image



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Pack Rat
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Post by Pack Rat »

The little I saw of mortar fire actually scared the bejeesus out of me. I came to the very rude awakening that what we had they had. I volunteered on a night fire with the Vulcan to help fire some mortar rounds for illumination, that was fun Image. However at another range we had set up with two hulks down range. Strange noise from over head and two perfect air bursts over the targets. No one said a damn thing about any mortars. Granted the targets weren't moving and I'm sure they had the coordinates locked down. These dudes were very good at what they did and let me tell you what it was a real eye opener.

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K_Tiger
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Post by K_Tiger »

Hmmm..

think..80mm mortar fire will do nothing to a tank...maybe if you land it direktly on the top (engine) of a ligth tank..PzIII and compared vehikles. Also real Arty 150mm...musst put the bullets near the targets to become an affect. Its only hard pressed air...and the penetraing rating decreased rapidly if the bullet land more than 10 meters away. And second..the blast goes in all directions...not really (like at-weapons) onto on part of a vehicle. Nothing to say, that the compartment like antennas and other outside parts would be damaged or destroyd.

The other thing i do not like...is the Tankcrew morale...if i would sit in a tank. may like the real guys....i have no time to make me thinking about the incoming mortar shells...i try to survife..and shooting at other tanks and inf. If..the real crews...did so like in spwaw...the tank div. would not reach further than the polish boarder...remember..the russians hade plenty of mortars and arty.

I saw a dukumentation about the "Panzertruppe" they gave them "MDMA"..i hope you all know what i mean.. ;)...you would find it today in..extasy...the partydrug...."after 48 hours of figthing and driving"..."without resting the tankdriver died on his places".."true this sort of drugs".

With MDMA in my blood...you could shoot with V2 Rockets at me..i then..open up my hatch...and you will see the third finger of my rigth hand..hehe
CaptainBrian
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Post by CaptainBrian »

Originally posted by Guardian:
Ok. I read from one book in army that safe range for heavy artillery is 400m (in war situation assault) and my mind is saing that somebody said/I read from somewhere that 155 shell would kill at least up to 150m. Might have been even 250m. But I am not sure at all about last part.
Here are the ECR (estimated casualty radius) are as follows:

60mm: 30 Meters
81mm: 35 Meters
105mm: 40 Meters
120mm: 40 Meters
5": 45 Meters
155mm: 50 Meters
8": 80 Meters

These are just estimates, used for planning purposes. I know 155mm frag can go out to 200 meters.
CaptainBrian
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