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December 18th, 2009, 03:01 PM
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Current game effects of thermobaric ammo
Quote:
Originally Posted by Mobhack
The 999 code is the indication that it is a flame weapon, and should use the special flame penetration rules is all.
Cheers
Andy
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Quote:
Originally Posted by DRG
"Napalm" as a weapon class behaves differently than HE and has geater effects on kill and supression.
The weapon is already given a 45 HEK rating which is over twice the rating of a 152mm shell and every increase in WH size increases the overall affect in the game and ONE of those effects is the spillover effect on surrouding hexes. As you noted that warhead is 93 MM. Hardly very large, it's just over 3 1/2 inches. It would hardy have an effect on the target hex AND every hex around it which is what happens if that is boosted to a WH5 and that's why it has a WH 3.
Let's look at that from the "football/soccer" field perspective. The RPO now has a serious affect on one 50x50 metre hex. Increasing that WH size to 5 gives it an effect on the target hex 50 square metres but on the six hexes surrounding it. A standard football/soccer ranges in size from 50 to 100 yards wide by 100 to 130 yards long. At 50x100 that's the equivalent of 2 game hexes so increasing the WH size to 5 would give the RPO an effect on an area 3 and a half times that area and the RPO simply does not have the power to effect that great an area.
Don
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Quote:
Originally Posted by Marek_Tucan
AFAIK the random number up to Warhead Size parameter is being added to HEAT penetration rating upon impact (note sometimes the HEAT pen is also degraded, sometimes really significantly)...
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I've been considering the current game effects of Thermobaric (FAE) ammo.
In "reality" FAE's are just big explosions in small packages not incendiary weapons. Currently the 40mm FAE is classified 8-Infantry Flame, the SMAW-NE as 18-Napalm, and the CBU Incendiary as 18-Napalm.
All of these weapons create a burning hex in addition to their damage effects.
Would it be "more accurate" to use the 999 AP Pen code for them?
Or possibly rate them more like a satchel charge with a smaller Warhead size (3 or 4) so they don't supress surrounding hexes?
Discussion?
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December 19th, 2009, 06:35 AM
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Re: Current game effects of thermobaric ammo
there is no 999 ap code. That is the reported penetration value for flame weapons generated internally by the code.
Flamethrower type weapons suit as thermobarics best in the Sp engine.
Andy
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December 20th, 2009, 04:19 PM
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Lieutenant General
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Re: Current game effects of thermobaric ammo
Quote:
Originally Posted by Mobhack
there is no 999 ap code. That is the reported penetration value for flame weapons generated internally by the code.
Flamethrower type weapons suit as thermobarics best in the Sp engine.
Andy
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Thanks.
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Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
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December 20th, 2009, 07:41 PM
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Lieutenant Colonel
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Re: Current game effects of thermobaric ammo
BTW, if you want to have some fun with the, get the russian mlrs that fires them. Shoot near enemy armour. Laughter. I found out about it in a recent game. Way overpowered.
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December 20th, 2009, 09:04 PM
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General
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Re: Current game effects of thermobaric ammo
Quote:
Originally Posted by Wdll
BTW, if you want to have some fun with the, get the russian mlrs that fires them. Shoot near enemy armour. Laughter. I found out about it in a recent game. Way overpowered.
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Off topic a bit but in what way pressume talking TOS-1s here. They are great for taking out entire Mech Co or infantry but vs armour not really enough punch to kill, have had them dirrect fired at my armour to in desperation. Taking advantage of any suppresion can be tricky to as a couple of flame hexes can stop TI seeing through. As a note makes them handy tools as an attacker in river crossings due to this.
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December 21st, 2009, 04:31 AM
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Lieutenant Colonel
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Re: Current game effects of thermobaric ammo
Well, I am sure one of my opponents will have a different opinion on the matter after a single hit destroyed 4 Merkava 4s which were parked on the same hex.
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December 21st, 2009, 05:12 AM
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Re: Current game effects of thermobaric ammo
Well I would say someone smiled on you, only has 20 odd CM rating not the fairly standard 60, it will however probably have a greater variety of results as its a flame weapon.
I may have been unlucky with but find regular CM better vs tanks, mind you cant say I have come across anyone kind enough to park 4 tanks in 1 hex bet the richochets went on for a bit unless you had fast arty on
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December 21st, 2009, 08:26 AM
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Lieutenant Colonel
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Re: Current game effects of thermobaric ammo
I never have fast arty on.
Merkava's went to the heavens in one hit.
So did any vehicle it hit at other parts of the battle. Be it tanks, APCs. Yes, TOS-1 series.
It has less effect than CM artillery in the sense that it destroys only what it hits (hex), where CM artillery doesn't care about that, it will destroy and damage tanks not only in the same hex but all the neightbouring+hexes in a radius of 2+1 hexes. So yes CM arti is far more powerful in that you have a better chance of hitting enemy.
But yeah, I stopped using them both PBEM and against the AI. They feel very unfair.
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December 21st, 2009, 11:48 AM
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Re: Current game effects of thermobaric ammo
The TOS-1 looks like something from science fiction
I wish there were more vehicles like them.
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December 21st, 2009, 02:56 PM
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Shrapnel Fanatic
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Re: Current game effects of thermobaric ammo
The Tos graphics currently don't do the weapon justice because the weapon class is 9 whereas it should be 18 ( and is now ) like any other flame rocket
Don
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