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  #11  
Old November 5th, 2008, 11:26 AM
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DRG DRG is offline
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Default Re: HARM - too weak in penetration?

Quote:
Originally Posted by Moon Pine;650386:
The munition of aircrafts couldn't be replenished, it's really annoying.

Do you SERIOUSLY think in a game typically representing 1 1/2 - 2 hours of real time battle that aircraft should be able to fly back to distant air bases, re-arm and return the the battle ?

Or are you referring to some problem with a campaign game ?

Don
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  #12  
Old November 5th, 2008, 12:06 PM
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Default Re: HARM - too weak in penetration?

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Moon Pine;650386:
The munition of aircrafts couldn't be replenished, it's really annoying.

Do you SERIOUSLY think in a game typically representing 1 1/2 - 2 hours of real time battle that aircraft should be able to fly back to distant air bases, re-arm and return the the battle ?

Or are you referring to some problem with a campaign game ?

Don
Just to be annoying

This is one of the reasons the USMC is so fond of the AV-8 Harrier.
We have mobile (a small truck convoy) refuel/rearm stations that set up in less then 15 minutes well forward on the battlefield specifically to service helo's and Harriers.
WinSMBT already allows you to rearm helo's, and I've toyed with the idea of making a Harrier using a helicopter unit type (it works, kinda, but not worth the trouble).

This is however the exception to the "rule" for aircraft.
As Don said, for any other aircraft to return to base, rearm, and return to the battlefield in a couple hours just ain't gonna happen.

I do however question the cost/benefit ratio of aircraft in general in WinSMBT.
While I have, on rare occasions, had truly spectacular results from an airstrike for the most part I rarely find them worth the point cost.
If they cost say half as much they might be worth the cost, in my (and i stress this is personal) opinion.
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Last edited by Suhiir; November 5th, 2008 at 12:11 PM..
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  #13  
Old November 5th, 2008, 09:18 PM

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Default Re: HARM - too weak in penetration?

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Originally Posted by Koh View Post
Ok this is slightly off topic, but sometimes I've seen the message "radar shuts down", which obviously makes the missile miss almost certainly. My question here is, how long will it take for the radar to go back online. Next turn? Never? Instantly?
If the first harm was defeated by "Radar shuts down", the second missile launched by the same fighter just in the same turn still present a high hit percentage ( like the SEAD F4 or SEAD F16 with 2 harm slots ).
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  #14  
Old November 7th, 2008, 02:18 AM
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Lightbulb Re: HARM - too weak in penetration?

I feel your pain, airstrikes on the modern battlefield are difficult to execute at the best of times. I just launched a SEAD strike in a Russia vs. Canada ME against some ADATS which were giving my Helos grief, AND low and behold more MADPADS lit up the freckin' battlespace than I've ever saw before. Even though my Su37's had what I believed was had a good load out and a good EW rating, they ended up expensive lawn darts. One got a HARM away but the "Radar Shutdown". The infanteers later hunted down most of these guys. I should have waited until later to strike, impatience can be b#tch too!!

Bob out
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  #15  
Old November 8th, 2008, 04:33 PM
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Default Re: HARM - too weak in penetration?

I'm on the other end of the spectrum. Air is insanely deadly. Losing a couple of BMP's to shell splinters from a JDAM impact at 100 meters range was impressive (the Same also happened to some land rovers from a 1000Lb LGB, but that I can understand).

On the Subject of ARM's and accuracy as I said earlier (and in a second thread). If you have a PGM weapon in your second slot the launcher is 90% dead. which makes SEAD's Waaaay to good.
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