The argument that smoke grenades are not modelled in Combat Mission because it was "too complicated" doesn't ring true, incidentally, as that game does model the use of smoke rounds by artillery as well as light mortars, as well as smoke dischargers on vehicles - including the Tac AI's usage of smoke dischargers as a defensive measure. It also models nahveirteidigungswaffe. I can't see them doing all that, and then throwing their hands in the air and not modelling smoke grenades, and on top of it, making up a lie to cover their tracks. That's not like the design team at all.
A reasonable statement. It's much more likely that, since there are far more of us than there were people on the design team, we as a group simply have access to source material that they hadn't discovered.
I know nothing about real life smoke, but here are some parallels from CM:
- The way CM randomizes the spread of artillery rounds, it tends to result in OBA smoke landing not in a circle, nor in the linear pattern one of our real artillery people mentioned, but in an oval... like the shape of an ASL NOBA blast radius.
- This closely imitates the shape that was standard for the artillery template in a miniatures wargame I saw that was developed for use by the US Army.
- If you spend one minute firing smoke from OBA 81mm mortars (the game assumes a 4-tube battery with no shortage of smoke rounds, about 60 shells fired) then you end up with a fairly large part of the oval being completely obscured by the smoke. It really is overkill, in fact. +3 Smoke per hex is totally appropriate here.
- With actual artillery OBA, with a much slower rate of fire per minute (12-24 shells?), there are usually a lot of holes in the smokescreen. Waterrabbit's variable draw system would approximate this well.
- Onboard ordnance gets much more linear results than OBA. CM, like the minis wargame I mentioned above, seems to abstract the fact OBA will spread side to side because there is more than one barrel firing, and their aim points will never be perfectly aligned. CM could hypothetically track the shots of each tube seperately (thus getting four sets of linear results), but instead they seem to use a single aim point and have an oval pattern.
- A single 81mm mortar firing smoke will end up with rounds so far over the target and short of the target that they don't even rate a +1 smoke counter. Because it only has half a dozen rounds of smoke to begin with, and there is a small amount of side-to-side spread too, there will usually only be 2-4 rounds that even
begin to affect the target's LOS. The best approximation would be: S# and TH roll reflect whether the smoke is even concentrated enough to place a counter. No ROF is possible. Use Waterrabbit's variable draw system to select the single counter to place in the target hex.
Alternatively, the mortar could keep ROF but only use it in the same target hex, to try to improve the strength of the smoke counter (to no more than +3).
- A tank firing smoke will get better results on target, but still is far from guaranteed to place a smoke counter of any strength.
- A 51mm mortar will have 2-3 smoke rounds, with very small smoke output, and is essentially worthless for placing smoke in CM.
However, the picture provided by Michael tells a somewhat different story. I assume the mortar placed two rounds, the two smoke clouds visible. These clouds are much denser, shorter, and wider than the CM version. Note that they still would not prevent an MG in the target woods "hex" from slaughtering any infantry trying to cross the field, because the parts of its field of fire that they
don't cover are much larger than those they do.
John