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Regular British/Commonwealth Infantry

Looking forward to your long-range graphs. Common wisdom says that Germans have the upper hand at a distance, where the Americans' garands give them the edge at shorte ranges.
My impression is that the Germans don't have that much advantage at range though. The LMG42 seems really inaccurate at 300m+. But I'd love to be proven wrong.
 
Yeah, I'm recording the number of rounds fired per kill, which is the closest thing to accuracy I can offer. So we should be able to see this.
 
Although it's not shown as additional equipment, I believe AT troops are given a number of AT grenades such as the Gammon bomb, 'sticky' bombs, or the Hawkins grenade. They show up in the grenade counter, but not differentiated from regular grenades.
In practice you still need to get your troops within throwing distance of a tank, but if they use one you will see a distinctly larger explosion than a regular grenade.


After some research it seems I was mistaken about a few things, AT troops are given AT grenades but they do not show up on the grenade counter at all. They also have the same visual effect as regular grenades.
Whether they are any more effective than regular grenades... hard to know. :unsure:

View attachment 20030

This is a misunderstanding caused by the fact that the game subtracts all grenades used during a turn at the moment the turn starts. So what you're seeing there is a guy throwing a regular hand grenade.

If a squad doesn't have any AT weapon, it still has the Anti-Tank guy. He's still a specialist - he just doesn't have his special weapon. But in theory, you could aquire one or get one from a dead comrade, and the AT guy would get some benefit while using it.

At least I hope he does. @Drifter Man made a test that showed "Gunners" are apparently not better gunners with LMGs.
 
British infantry are great, but they need to be used in a larger context.

(Considering the Infantry Battalion)


The squad divides into three in CM terms - a three man Bren team and a manoeuvre element, which itself can subdivide into two 3/4 man sections when needed.

The Bren is probably the best light machine gun of the war - fantastic accuracy, and a 30 round magazine means that it can put out effective suppression at range.

The SMLE is probably the best bolt action rifle of the war. Outclassed by the Garand naturally, but decent, especially at range.

The platoon has three of these, two up and one in reserve. The HQ has the two inch mortar, which is vital for providing HE and especially smoke in support of an attack.

The PIAT is kinda fantastic, within it's quite specific niche. It's effective range is short, but the warhead is massive, and far more effective at taking out armour than the US bazooka. It can reliably kill any German armour flank, usually on the first hit. Being able to use it inside is nice, and it doesn't give away the firing position as much as anything rocket propelled.


Moving up to the company level, you gain HQ, 2IC and a sniper section, along with a Bedford truck, jeep and universal carrier, with a total carrying capacity of 23, so not quite a platoon. The carrier is a really useful bit of general kit - low-level mechanisation that can be used to do anything and everything you need. There's rarely a bad time to have a carrier available.

Splitting the HQ into HQ and 2IC gives you some flexibility in C2. The 2IC doesn't carry a radio, but can use one of the transports to act as a runner, sharing spotting contacts and relaying them back. None of the organic transport has radios.

The sniper section is an incredibly useful asset, even only as a scout, and is buried far further down the TO&E than is typical. They can take advantage of the organic transportation to get to a useful observation point. The lack of radios means that contact info needs to be relayed manually, but that's not unheard of at this point.


Four of those companies in a battalion, then you add the support company.

Battalion HQ is an HQ unit and 2IC, in similar support to the Company HQ, but with radios in the vehicles.

Support company is:

6x 6pdr AT Gun - a light, flexible gun which can't deal with the big cats frontally, but is pretty capable from the flank. That means that effective use is dispersal and using their mobility to set up deep, overlapping positions. Having AT assets buried this deep is unusual.

Engineer platoon (3x jeeps)

Mortar platoon (6x 3inch mortars, mounted in carriers)

Carrier platoon

- This is worth discussing, since it's unique. The carrier platoon is three sections of three carriers. Each carrier has a three man team, with a bren gun and a sten gun. One of the carriers has an acquirable PIAT, and one has an acquirable 2 inch airborne mortar, that can be fired from the back of the carrier. Each carrier itself has a bren gun as well.

That means that a single carrier section has 6x light machine guns, 1x mortar, 1x PIAT, 3x submachine gun. That's a ludicrous amount of firepower in one place, without the bodies to sustain a long fight.

The carrier platoon, then, is flexible mechanised infantry, organic to the structure. Typical tasks include recon, fire support and acting as a mobile reserve. A really useful unit in general.


Artillery support is really important, but it comes from a higher level. 25 pdrs are your standard support, and is a great suppressive tool.

The Cromwell is a little suspect, since the Sherman is pretty much just better, but the Churchill has a really useful role in supporting the above - the "infantry tank" doctrine isn't stupid. They have very little situational awareness, so careful co-ordination with infantry is vitally important.
 
The PIAT is kinda fantastic, within it's quite specific niche. It's effective range is short, but the warhead is massive, and far more effective at taking out armour than the US bazooka. It can reliably kill any German armour flank, usually on the first hit. Being able to use it inside is nice

I'm not sure if you're talking in real life or the game here. All infantry AT weapons can be fired from inside. And I don't know if the lack of a backblast is modelled to make it less spottable.

Artillery support is really important, but it comes from a higher level. 25 pdrs are your standard support, and is a great suppressive tool.

Is there any difference compared to US and German artillery support?

The Cromwell is a little suspect, since the Sherman is pretty much just better, but the Churchill has a really useful role in supporting the above - the "infantry tank" doctrine isn't stupid.

Unfortunately, in QBs, the Churchills are really expensive in points. A Churchill VII is nearly 300 points. Germans get a Tiger for that. And I'd say that is a much better tank.
 
PIATs can be fired from inside without suppressing the squad, which is what happens with anything with a serious backblast. That suppression can make you lose a firefight. The lack of backblast is definitely more stealthy. It's not a massive difference, but weapon signatures are a thing.

In terms of British and German differences - the 25pdrs are cheaper and more plentiful. At typical values you get 8 guns at around 600ish points, as opposed to 4 75mm at about 1000 for the Germans. They're ideal for suppression.

Churchill's are expensive, there's no getting around that. You don't need many to help them perform a support role though, and obviously the British can't take a Tiger.
 
The HQ has the two inch mortar, which is vital for providing HE and especially smoke in support of an attack.

But the mortar only has... a total of 12 rounds of ammo? I'm not sure how the Brits expected to win a war with that.
 
Churchill's are expensive, there's no getting around that. You don't need many to help them perform a support role though, and obviously the British can't take a Tiger.

Nope, but they can take a Sherman. And I don't see why they would ever not do that. So the pricing means you rarely ever see Churchills, which is a bit sad I think. All assets should be viable for their cost. It's not worth spending more points for a smaller gun on a slower tank.
 
Sure, it's a one-shot weapon, in support of a platoon attack. Outside of the modern titles, you wouldn't expect a platoon to achieve much more than a single objective in any case - you have the same deal with the late war rifle grenade teams in german Mp44 formations. They'll fire off their rifle grenades in seconds, so it's only really useful for one attack.
 
But the mortar only has... a total of 12 rounds of ammo? I'm not sure how the Brits expected to win a war with that.

More ammo would be nice, but these little suckers are very useful particularly in bocage fighting. Don't overlook the usefulness of smoke rounds either, and WP can also cause casualties.
 
More ammo would be nice, but these little suckers are very useful particularly in bocage fighting. Don't overlook the usefulness of smoke rounds either, and WP can also cause casualties.

Maybe I should just practice more with them. I never really played much Commonwealth in PBEMs. But in my two playthroughs of "Scottish Corridor", I never found those little mortars very useful.
 
Early in the peace I used to just delete them because I thought they were worthless, then someone used the smoke en masse to close the gap to my forces and gave me a right toweling up, since then I've been a disciple! :p
 
Early in the peace I used to just delete them because I thought they were worthless, then someone used the smoke en masse to close the gap to my forces and gave me a right toweling up, since then I've been a disciple! :p

Smoke in masse from those small mortars?
 
12 HE, 9 Smoke rounds, 9 WP with a decent rate of fire can get you some good coverage.

There are more mortar rounds in trucks, but again it's pretty much only to support a single target - an offensive onto a position or to win a firefight.
 
12 HE, 9 Smoke rounds, 9 WP with a decent rate of fire can get you some good coverage.

I find it's difficult to get a good spread of the smoke. Many of the smoke shells will land nearly on top of each other, making the smoke thicker but not covering a bigger area.

This goes both for the small 50mm mortar with its limited ammo, and for larger artillery smoke missions.
 
This is a good example of what a section attack should look like, and is very achievable in CM:


Squad advances to 1 and spots enemy. Sticks the Bren as a base of fire at 2, covering the manoeuvre section's assault. Platoon 2 inch provides smoke cover, whilst the bren relocates, then assault through the target and recombine.

The advantage of the 2 inch isn't coverage or killing power, it's flexibility and speed - this takes seconds to set up, and provides long range suppressive fire or smoke cover (it's not a coincidence that there is more smoke than HE) at no notice. The HE is doing a similar job to rifle grenades, but the organic access to ranged smoke is something unique to the Commonwealth TO&E.
 
Excellent pic! The HE rounds are very useful due to the zero setup time, got an enemy HMG pinning your guys from behind bocage? HE will suppress or kill them while you advance, if no HE left, use smoke to blind him and close to grenade range.

In one battle I'm playing at the moment in bocage, I didn't respect a 2 inch mortar and lost almost a full section (8 troops) in a single turn, first round wounded half of them and supressed the rest, second and third rounds did the rest.
 
Maybe I should just practice more with them. I never really played much Commonwealth in PBEMs. But in my two playthroughs of "Scottish Corridor", I never found those little mortars very useful.
Interesting. That's exactly where I learned to appreciate the CW and especially the 2" platoon mortar years ago. There is more ammo in some carriers, iirc. With regards to the Churchill, it sure has it's place imo. Compared to the Sherman it can take much more of a beating. And yes QB points can feel rather arbitrary.
 
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