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Old November 23rd, 2009, 08:49 AM
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Default Re: Hammer Strike

Quote:
Originally Posted by gingertanker View Post
This is a new scenario I am working on....Note it is not totally finalized, I would like some feedback before I call it a finished product. Israel vs Hezbollah(with serious assistance from syria iran ad even the lebanese army). hope you guys like it. Please feel very free to critisize it or praise it
You will probably want to revisit this one after the new update, when that is released later on (no date yet).

1) New weapon class WT_EXPLOSIVES.
Explosives represent an HE charge, such as found in a demolition, IED, suicide vest or suicide vehicle.
Press F and they explode, destroying the carrying unit and also detonating any other WT_EXPLOSIVES HE rounds carried by the firing unit, plus any WT_NAPALM.
Explosives are not a close assault weapon, but vehicles passing by an enemy suicide infantry unit may cause him to trigger the device - and he may run into your hex before triggering the device, as well.

2) New unit class C_DEMOLITION
- has crew 0
- All have a pressure plate (friendly forces are less likely to trip if they pass slowly over)
- Ones with a radio are command detonated. If in contact, the player can select the demolition unit and press F to explode them.
- The pressure plates are trip-operated, and as with mines speed kills. High speed units are more likely to set one off. High speed units may not even detect them.
- Demolitions can be bought in any battle type, and can always be deployed out to the half-way line.
- If the WT_EXPLOSIVE charge is large enough, and placed on a bridge, they can drop these (as with air bombs and shells)
- Detection and clean-up similar to mines. Engineers defusing a detected demolition may trigger it..
- Demolitions are weight 250, so the user cannot transport them , they are pre-game set-up.
- detected Demolitions may only be shot at by sniper classes.
- Demolitions with a napalm chaser may spread fire into adjacent hexes too
- Demolitions have no morale effects (do not retreat etc)
- Demolitions don't detect enemy.
- MBT mine proof vehicle classes are better at not being immobilised/killed by nearby demolitions.
- The AI knows about auto-deploying these (e.g. likes roads and bridges). AI will remote detonate command demolitions if known enemy nearby. AI engineers will clear.

Some toys we have tested:
Suicide units:
suicide vest. About the size of a satchel charge. Add to a 1 man infantry class for a suicide bomber.
Suicide truck bomb. Add to an unused apc or tank class (APC and trucks under AI may not close on detected enemy, which is not the desired result here!). Same sort of stats as a 1000lb or 2000l air bomb.
Suicide tanker. Same as the truck bomb, but add a napalm charge.

- The explosives of course must be the only weapon, as if it had a rifle and tried firing, then it would of course explode the charge!

Demolitions
Demolition charges as booby traps (no radio, relatively cheap) or as command detonated demolitions or IED (Radio is charged for a fair bit with demolitions).
Fougasse. This was a few oil drums with a stick of dynamite as a primer. Made with a small explosive class "primer" and a napalm charge. Good for a road blocker, a typical UK Home Guard weapon in WW2.

oh - an explosion going off may destroy other explosive charges, setting them off, which may "tickle" another one and so on.. And so shooting a suicide bomber might well set his charge off. Moral - don't bunch up any suicide troops. Reconnaissance by fire may also produce some interesting secondaries.

The AI will be adjusted to buy these (both IED and bombers) for certain armies that warrant them (e.g. PLO, Mujadeen) by release time.

Cheers
Andy
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