Quote:
TLAM_Strike said:
Also the SEAL units that are bunched in with the Marines need some attention. SEAL units should include satchel charges and other demo gear (Like the SAS units in the UK oob). After all sabotage and demolitions is one of the major missions of the teams. Durrign Vietnam captured AK47s, SKS (commonly PRC Type 56s) carbines. The AK47s and SKSs were used as sterile weapons by the teams, in fact US companies started producing 7.62x39mm ammo. Supplement M1 SMG with the CAR-15 and Command Colt in 66-67. H&R T 223 and M14s could also be found. For their machine guns M249s were also used along with HK21A1 (Seal Team 6 liked these). 308-1 Napalm Grenades and AN-M14 TH3 Thermate incendiaries, and we can’t forget the Claymore mine. It also might be worth looking at giving them a minelet weapon to simulate planting booby traps (Tripwires, C-4 packed flashlights or my favorite AK rounds packed with explosives). If the AI is set not to pick the SEAL units and players remember to turn off the minelayer weapon it wouldn’t be a major problem.
|
Just come comments. Firstly, if you look at the weapon stats, most small arms in the rifle or SMG ranges are relatively identical. Swapping one out for another is very much about flavor and not much about adding any serious variables into the gameplay. For the USMC OOB this is important because if you had to add in all the small arms used at one time or another what few remaining slots that are left would be used up very quickly for essentially identical weapons.
When I looked at the SEAL units for my Vietnam pack I added two additional formations, one with the 308-1 napalm grenade and one with the 7188 automatic shotgun, because I felt that both of these systems offered some new to the gameplay. I might go back now and look at adding explosive weapons. I've also been meaning to add UDT units to my USN OOB.
On the matter of minelaying units, mine laying is a serious ability that is very much restricted in current game mechanics. This is because a "single" mine in a hex represents a minefield that spans the whole 2500 square meter hex (approx). I might be wrong about this, but its been my experience that once a unit runs over one the minefield doesn't go away. This is much more minelaying then any unit would be able to achieve in the space of a turn (its already unrealistic for the FASCAM units in game, but its an accepted and heavily restricted mechanic). I've also heard using the weapon on anything but offmap units creates funky unintended in-game effects.
As for manually emplaced booby traps, I've experimented with them, and haven't really had the time to conclusively test them out. I would think this would be a safer route to go. The booby traps I created were classed as size zero light anti-tank guns, can be seen with units with good vision under good circumstances, and have a variable amount of shots depending on ammo type designed to give a one-time effect (ROF to amount of ammo available). These were Viet Cong units and assigned weapons like grenade and grenade bundle, as well as, the actually "booby trap" weapon.