.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old April 27th, 2021, 12:37 AM

RetLT RetLT is offline
Major
 
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
RetLT is on a distinguished road
Default Fire (Flame) damage

I just finished one of the Iwo Jima scenarios and due to the number of flame throwers, many of the hexes were left burning.

My A0 unit and one of my Observers were stuck in burning hexes due to heavy suppression.

After several turns of trying to rally and move them they disappeared and were listed as destroyed. They were not fired on or hit with artillery.

Does remaining in a burning hex now cause damage and not just suppression?

This is what it did in the original SP but I had not seen this happen in a long time.
Reply With Quote
The Following User Says Thank You to RetLT For This Useful Post:
  #2  
Old April 27th, 2021, 07:58 AM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
Mobhack is on a distinguished road
Default Re: Fire (Flame) damage

It happens much less in our games as we have turned down the damage from being in a fire hex, much less than the old SSI games where it was quite frnkly suicidal to stand around in a fire hex.

However it may still happen, if rarely. It tends to happen to static things (bunkers) that are left to cook over time and even then, the crew usually abandon and run off when the suppression builds up.

I cant think of any example that I have seen in the last 10 years myself.
Reply With Quote
The Following User Says Thank You to Mobhack For This Useful Post:
  #3  
Old April 27th, 2021, 10:25 PM

RetLT RetLT is offline
Major
 
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
RetLT is on a distinguished road
Default Re: Fire (Flame) damage

Quote:
Originally Posted by Mobhack View Post
.

I cant think of any example that I have seen in the last 10 years myself.
This was a first for me too.

Their suppression kept building so I could not move them out of the burning hex and then they were gone. I did not notice that they were taking damage.

If it makes any difference, the burning hexes were all caused by flamethrowers. Maybe they are more likely to cause this than a fire from other causes.

I will have to run an experiment to see.
Reply With Quote
  #4  
Old April 29th, 2021, 02:24 PM

RetLT RetLT is offline
Major
 
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
RetLT is on a distinguished road
Default Re: Fire (Flame) damage

Did a test and I can confirm that fires started by flame throwers will cause suppression/damage to units that remain in the burning hexes.

I started 6 fires with z-fire from flame throwers on turn 1 and moved units into the burning hexes.

36 turns later all had taken damage but none more than 4 with some only 1 (See attached screen shot).

It did not seem to matter if the hex had been flamed once or twice, nor did it matter if the fire was burning in a wooded or a clear hex.

I am guessing that if the units in the burning hexes had suffered further suppression from other factors or if they had not rallied away the suppression they got from the flames, the damage would have been greater.
Attached Thumbnails
Click image for larger version

Name:	burn.jpg
Views:	211
Size:	67.3 KB
ID:	16419  
Reply With Quote
  #5  
Old April 29th, 2021, 02:32 PM
zovs66's Avatar

zovs66 zovs66 is offline
First Lieutenant
 
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,258
Thanked 576 Times in 313 Posts
zovs66 is on a distinguished road
Default Re: Fire (Flame) damage

Sounds like a good scenario maker...(saving the title in my mind for later use).
__________________
ASL
Reply With Quote
The Following User Says Thank You to zovs66 For This Useful Post:
  #6  
Old April 29th, 2021, 06:07 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
Mobhack is on a distinguished road
Default Re: Fire (Flame) damage

There is a maximum fire level per hex. Adding more does not bake the pizza any faster.

Napalm bombs and vehicle FT get to the max very quickly, infantry flame less, and rocket RPG less still.

The Warhead size of the flame weapon has a lot to do with the size of fire added to the hex - as well as damage to anything fired at. All flame can ignore armour, but bigger WH does make a difference. A molotov is less likely to waste a Challenger than a stonking big napalm cannister delivered from above..
Reply With Quote
The Following User Says Thank You to Mobhack For This Useful Post:
  #7  
Old April 29th, 2021, 06:51 PM

RetLT RetLT is offline
Major
 
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
RetLT is on a distinguished road
Default Re: Fire (Flame) damage

Quote:
Originally Posted by zovs66 View Post
Sounds like a good scenario maker...(saving the title in my mind for later use).
What was the old proverb? Only a fool fights in a burning house.

Now that is a scenario title.
Reply With Quote
The Following User Says Thank You to RetLT For This Useful Post:
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:56 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.