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March 28th, 2009, 12:22 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Scenerio design unmanned vehicles
Somebody asked about this & it has potential for special situations like garrisons running to man vehicles or guns.
Buy some air transport load capacity 2xx so can take a vehicle load the vehicle/gun.
Now unload it in its start hex, important you cannot move it after so save first.
You can now reposition the crew.
Sell the aircraft.
No idea if this will throw up any glitches its just a thought that occured to me.
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March 28th, 2009, 08:24 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
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Re: Scenerio design unmanned vehicles
Does that work? Usually unmanned vehicles become immobilized once the actual scenario is started.
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March 28th, 2009, 08:43 PM
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Sergeant
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Join Date: Jun 2005
Location: Arizona West Coast
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Re: Scenerio design unmanned vehicles
From 4.5 change list
36) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon which drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles and re-crewing is handled the same as any abandoned vehicle......the crew must be in the same hex as the vehicle when the turn ends and at the start of the next turn the two units will recombine. There is also a new one ( 1 ) vehicle per air transport limit in effect. This prevents players from overloading air transports with far more vehicles than was possible. This does not prevent more troops from being loaded in a vehicle carrying aircraft that may have more carry capacity though. "
But it doesn't what will happen with Imp's method.
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March 28th, 2009, 08:50 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
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Re: Scenerio design unmanned vehicles
If his method works that will really open up the options for one of my SLII scenarios where the Battalion is conducting LOGPAC (resupply) and I am including the Battalion TOC (Tactical Operations Center), Aid Station, Mechanics and Cooks.
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March 29th, 2009, 07:11 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: Scenerio design unmanned vehicles
Suggest a test first put crew adj so can reman quicly, do not see why it should not work read I think second post in my AAR First Strike to see notes on
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March 29th, 2009, 09:51 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Scenerio design unmanned vehicles
It will work. You would purchase your force then an air transport large enough to load whatever it was you wanted to split then load and unload but you will need to unload the split unit in the hex you want it to be becasue you will not be able to manually move the "abandoned" vehicle after it's unloaded ( the crew you can move no problem ) When you're all done delete the air transports
Don
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April 1st, 2009, 02:59 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
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Re: Scenerio design unmanned vehicles
Interesting trick, sounds like offering many funny options )
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April 3rd, 2009, 02:00 AM
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Captain
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Join Date: Oct 2008
Posts: 898
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Re: Scenerio design unmanned vehicles
Yep, it works i found out by accident.
I loaded an ammo crate on air transport and accidently disembarked and they were separated i could load the crew (1) but not the ammo crate as it was abandoned.
Opps!
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