ATGM Units
Most units seem to have good routines for using weapons but I was wondering what peoples views were on ATGMs & if they could be changed.
Ranges are in hexes
Foot ATGMS
Set range to engage infantry at say 3 hexes regardless of second weapon range.
The idea is to stop them giving away there position & having shots bled preventing the use of the ATGM.
I assume it would work like the Y key & if fired on the range would then be reset.
Vehicle ATGMs equiped with a MG normally an AAMG I think.
Not IFVs with ATGMs just SP-ATGMs like the German Jaguar
Let the AAMG function normally vs air.
Versus infantry set range to say 10 - 12.
Reasoning again to stop giving away & bleeding of shots.
As far as I know very few infantry weapons have a range greater than 10 that are capable of destroying it.
Couple of RPGs with range of 12 MBT LAW & latest Panzerfaust 3
The odd flame type RPG
GL Teams equipped with HEAT
Also both should only engage Soft Vehicles at close range, say 8 hexes.
ATGMs are not effective vs them let the MMG & HMG do it
What are peoples views on this pros & cons, there is the odd instance when its not beneficial but on the whole this would help the AI.
Its the one type of unit I always set using the Op Fire Filter
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John
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