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Hezbollah OOB ?
Have anyone tried Hezbollah OOB ?
If now one tried, how can I create a new country OOB ? Should I modify existing OOB (like replace Lebanon OOB) or I can create completly new ? |
Re: Hezbollah OOB ?
You can't add new nations. You'd have to create a new Orbat within an existing OOB as a custom OOB. The existing Lebanon OOB or the Red OOB should provide a perfectly good shell for what you to modify.
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Re: Hezbollah OOB ?
In the wake of what just happened, you need to add
Saxhorn Metis-M AT-13 missile to Syrian Ally Hezbollah, as well as Spandrel, AT-5. To play an IDF/Hez scenario, play as Syria, then select Hez units as well as Metis-M/AT-13 A-T systems. |
Re: Hezbollah OOB ?
Hezbollah hasn't used neither Metis-M not Kornet in the current conflict (or at least there is no evidence of their use). I think I'll try to make a year 2006 realistic - Hezbollah having At-3/4/5, and 2007 "what if" - RPG-29, Metis-M, Kornet and Strelets(4-tube Igla-S SAM launcher, bought by Syria recently) I'll also try to experiment with ATGM with HE ammo slot, and see if AI will fire it on infantry.
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Re: Hezbollah OOB ?
The IA does at least fire HE missiles at infantryin reaction turns (for player-controlled units). I've tested that to give FAE warheads to modern Russian missiles (Kornet, Krisantema, Vikhr...).
Works fine, except that for some reason the missile's flight isn't shown in extenso as when targetting AFVs, you just see the missile being fired and impacting, like with non-guided shots. And, yes, apparently no evidence of Metis-M being used (the Syrians only have the old Metis btw), or of Kornets even being fielded. Possibly some have been acquired and kept hidden for future use in really serious circumstances, like the (possible?) Zelzal missiles. Sounds like the Hizbollah got Syrian Milans, though. |
Re: Hezbollah OOB ?
What HE kill value you have for FAE Kornet ?
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Re: Hezbollah OOB ?
I´ve seen pics of claimed hizbollah TOW launchers (TOW, not ITOW or TOW-2) on tanknet.
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Re: Hezbollah OOB ?
Quote:
The HE penetration is kept low (between 6 and 12) to avoid unrealistic anti-armor 'pile-ups' against light-armor targets in the same hex. |
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