Sighs & Portents: Soviets need Tank buster plane variant

Mr Evil said:
Pietia you have a real attitude problem its a darn game..... keep it freindly please

chill, like i have said i have never stated it as a fact but as info given to me... me nor you or anbobody under the age of 70 has any realistic opinion on what it was like and how things performed, just personal accounts... and evan those like technical data are subject to opinion and battle feild conditions have never followed trial conditions, and evan in war its hard to make a decent account on how effective stuff is due to no level playing field that can be repeated consitently.

my grandad saw riffle take a panther out causing the crew to bail out on fire !!! that doesnt mean that all rifles had the ability to kill a panther !!!!! evan tear gas was a great option V tanks in WW2 but not somthing i feel we will ever see in rules... from those that i have worked with in the last 6 months on both the shermy and a the t34 id still sell my gran for the T34 any day and thats a personal thing maybe... not sure she would be to keen on being sold for a T34 though lol... one of my grandads average combat range was 300 feet upwards, on the other hand my other grandad who parachuted into malta talked about average combat range of several feet... that grandad had every bit of ammo they could throw at him while my grandad fighting in europe had a single mag to last him 3 weeks (he was a pasafist though) as you can see in a wargame your average stat for a tommy could never focus on every man in the unit... some where excelent soldiers and others where just gap fillers... and it was probably the same for tanks and aircraft.

as for airpower the point of this thread, looking through the book, airpower do need alot more bells and wissles so maybe an air power book needs doing, my fear is woulnt that start a problem of pacific war stuff entering the easern front in silly games ?

i think we also have the problem of reality, accounts V rules for example a flame thrower with a range of 30 meters on average with say 10, 3 second bursts could be over destructive in a wargame especialy at skirmish level... same goes for air power we have the issue of air power being extreemly destructive wich it was, but on the whole was limited more in say real world than in out table top games, no matter how limited you made them it would always seem over destructive... but then war is never fair ... but wargames for some reason always need to feel fair !!! its a tough nut to crack i feel....after all youd try and bomb enemy air bases to prevent thier air power going up, if you where out of range or it was not a priority then enemy would possably have air supperiority in that area,,

wonder if it would be an interesting idea for a spotter tank or unit to call in the airpower some how, and keep it secret what turn it was planned to turn up...that way you only get air power for that turn and the turn after... create a small chance for a dog fight...

Mustard gas, as well as the 'petroleum warfare' technology would be good for any Operation Sealion scenarios.
 
Mr Evil said:
as for airpower the point of this thread, looking through the book, airpower do need alot more bells and wissles so maybe an air power book needs doing
IIRC there is an air power book being prepared.
The problem with air power is, that in most games (WaW included) aircraft are too efficient. The pilots spot targets without problems, easily tell the difference between friend or foe and are incredibly accurate. It is necessary for the aircraft to be an useful option when building the army for a game, but completely detached from the reality.
An example of "real" airpower performance: 25th June 1942. Soviet airforce, 780 ground strike combat flights in one day. Result - destruction of 30 tanks, 16 guns and 60 trucks. According to official documents of course (read: divide by 5 at least). The standard estimates were: 4-5 Il-2 aircraft were necessary to destroy a light tank, 12-15 to destroy a medium tank or an assault gun. Much more aircraft were required if they were not specialized like the Il-2 was (say, horizontal bombers or fighters).Soft targets (infantry, trucks) were easier, as they didn't require direct hits.
The piss-poor performance of Soviet airforce was the standard for all WWII airforces (and not only WWII - the stats for A-10s in the first Gulf war are not that much different). Spotting the target and hitting it while sitting in a fast-moving aircraft is rather difficult. Especially if the enemy has some ideas of his own and cheats (e.g. shoots back, maneuvers or tries to hide). If it wasn't, the Wehrmacht wouldn't have any tanks left after the first big Allied airstrike ;)
 
... and as AA guns cannot react they will be destroyed as soon as the plane turns up, leaving it to destroy the rest at will, so please, no super-planes or mega-destructive armament.
 
The problem with air power is, that in most games (WaW included) aircraft are too efficient.

The other problem is that their application in most tactical level rules is entirely inappropriate, but rule writers feel that they should include them because wargamers love to have toys to play with.
 
I'm not too keen on the use of aircraft in a skirmish level game. The scale is just too fine to be really condusive to using them properly - you end up with very high speed planes flying over what is ultimately a very small battlefield making a mess of things.

Also you end with army lists featuring dedicated AA guns and other exotic units, and so on... and at this sort of scale you're supposed to be representing what's ultimately a small front line field engagement - large fixed weapons don't have much place in that sort of game.

Whilst the models are nice, things like artillery, planes and AA belong off the table IMO - a bit like carriers in naval games.
 
Alexb83 said:
I'm not too keen on the use of aircraft in a skirmish level game. The scale is just too fine to be really condusive to using them properly - you end up with very high speed planes flying over what is ultimately a very small battlefield making a mess of things.
Also you end with army lists featuring dedicated AA guns and other exotic units, and so on... and at this sort of scale you're supposed to be representing what's ultimately a small front line field engagement - large fixed weapons don't have much place in that sort of game.
Whilst the models are nice, things like artillery, planes and AA belong off the table IMO - a bit like carriers in naval games.

That is the good thing of WaW, the rules for planes are included, but nobody is forcing you to use them.
The above is also the reason why only 1 plane per faction was included in the WaW rule book army lists.
IMO WaW at its core is an infantry game with the some armoured support. Air Power is really something for a dedicated supplement, for all the prop heads like Matt who love to use them.

In our games we are only occasionally using them, but I really like having option to include planes.
 
Alexb83 said:
I'm not too keen on the use of aircraft in a skirmish level game.

Here is the thing.

BF Evo plays like a skirmish game, and that is how most people will start (for obvious army-building reasons).

However, it was designed as a battle game, with armies of 6,000 points plus, and at least a full company (plus support) on each side. If you get a chance, give it a try - it scales up very, very well, and games do not take hours to play, even at 10,000 points.

With 1/72nd scale models, armies of this size are still very affordable (probably still cheaper than many 1500 point 28mm armies), and in next month's S&P, we show you how to paint them extremely quickly.

So, give your games some legs and give the big battles a go - there is a reason we state how many platoons you can have for x points. They are there as 'building blocks' for larger forces!
 
Not the worst reason in the world to include something. . .

How true :)

However, it was designed as a battle game, with armies of 6,000 points plus, and at least a full company (plus support) on each side.

Even at "company" level the involvement of tac air is tenuous at best, even in contemporary actions. Until the advent of kids and the "time sink" that they impose I was averaging one battlegroup level WW2 or modern game every month or so, and even at that level tac air's presence was extremely limited and concentrated mainly on ops aainst the enemy's rear (and in many cases those games involved actual "practicioners of the art" from HM armed forces - the battalion level street fighting game using "Dirtside II" against a couple of guys from the School of Infantry was awesome and, in their opionion extremely realistc, despite being a set of SF rules shoehorned into a near-future scenario. In this respect, as in many others, wargamers can be left with an entirely false view of how and why things work the way they do on a battlefield. Which is in itself OK as long as one remembers the "its only a game" aspect. It does, of course, lead in some quarters to the "aren't the military stoopid" kind of debates when wargamers fail to appreciate the difference in their perceptions of kit performance and udsage compared with RL, and wonder why the military can't work the wonders that gamers in some cases expect they should :)
 
DM said:
So long I had forgotten the headache that comes with trying to read his typing!

Meeooow! "Saucer of milk for table two!" :D

Fair comment but for a dyslexic i do my best.... taken me years to rewire mybrain so i could play wargames...


but yeah ou should see my uni essays they take longer to correct than type lol...
 
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