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Old July 5th, 2005, 04:47 AM
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Default Re: Destroyed Vehicles in Scenerio\'s

Quote:
Pyros said:
Hi,

I confirm what Andy just told you.

Whenever you start a scenario with a vehicle (modified crew number of 0), it will start as destroyed (don't forget to modify the cost).

The only problem is the effect of destruction, since that unit won't have any sign of damage...
Of course, there is something that you can do about that... (if you realy need to have the effect of damage/destruction upon your destroyed vehicle).

What you can actually do is to put in the same hex with your destroyed vehicle an ammo truck or canister or even depot and then also modify their number of men to 0 (don't forget to modify the cost). When the scenario will start you will experience some very nice explosions (& secondary ones) and you will have a nice destruction zone!

I hope this help.

cheers,
Pyros
The ammo truck/dump with no crew trick could be useful for a scenario where "charges" need to go off on the start. No idea if they would drop bridges (reliably) - but you could pile 2 or 3 on a stone bridge hex to simulate engineer destruction, with a possibility of the bridge not dropping?.

Could also be useful for a scenario where you want a "terrorist" IED to go off, or a cruise missile strike etc on a particular hex say. One experiment I have not as yet run - use the trick + assign it as a reinforcement unit - it should then go off on arrival on-map (I think!

Certainly - that was what happened with a few UAV that some folk assigned 0 crew to in some initial OOBS - they arrived on-map and crashed in flames immediately as they were "dead on arrival" as they had no crew. (Kamikazes, anyone !

Andy
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