Ah! lo encontré, escondido en battlefront, difícil saber si esto es mas o menos exacto o no.
http://www.battlefront.com/cgi-bin/bbs/ ... 7;t=001634
**assaulting smg squads**
You need to overwhelm an enemy SMG squad with devastating fire. Here’s a rough guide to what will do it:
Small arms, at range (no close combat):
-900 total “firepower” points of direct fire will rout a fresh squad in 30 seconds or less.
-350 total “firepower” points of direct fire will rout a fresh squad in 2 turns or less.
-250 total “firepower” points of direct fire will pin a fresh squad solid in 1 turn or less.
-900 total “firepower” points of indirect fire (area target hidden unit) will rout a fresh squad in 2 turns or less.
-450 total “firepower” points of indirect fire (area target hidden unit) will pin a fresh squad solid in 2 turns or less.
High Explosives:
-50mm mortars will pin in 1 turn, will break/rout in 2 full turns (about 30 shots).
-81-82mm mortar will pin with 1-3 direct hits, pin solid with 3-6 direct hits, and rout anywhere from 3-12 direct hits
-blast value = 4, like the 20mmL55 gun, will pin in 20 seconds, rout in 1 turn (if HE fire is close enough to be accurate)
-blast value = 45-50 will pin with 1-3 direct hits, rout in 2-6 direct hits
-blast value= 50 + will pin and/or rout in 1-2 direct hits
Other:
-canister within 60 meters will rout in one shot
-flame will rout with one direct hit
-demo will break or rout with one direct hit
-grenade bundle will pin or break with one direct hit
*This information is based on regular experience German riflemen attacking regular experience Russian SMG squads in summer woods (11-15% exposure), in foxholes, no HQ morale or combat bonus for either side. The numbers are rough guidelines only, and do not account for fanatics, HE direct fire inaccuracy, or plain shit luck. Adjust firepower up or down based on defender’s exposure, unit experience, or morale/combat HQ bonus.