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Old September 21st, 2008, 05:41 PM
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Default Re: Long lost tactical manual

Quote:
Originally Posted by shilka77 View Post
Yes I have noticed the crushing effects of Apache gunship’s I play a lot of "bad-guys" nations in what IF scenarios and I tried to be Saddam Hussein there and attack the Gulf States, Saudi Arabia and as Pre-emptive Turkey (Sep 2001- March 2003)but hell those gunship’s even with 30% anti-air they took out tank after tank and this was against the AI in a Generated Campaign. I do not want to know what would have happened if a Player had replaced the AI. That would be slaughter. The computer picks for the AI a lot of Gunships if they have any and massive amounts of ATGMs and IF you get an air strike it is like trying to fly in over Baghdad again with an A-10 during 1991 war only with a twist as it is Tactical and not Strategic warfare.

The gunships duck everything but as I read earlier in some thread AAA is the best to use against helicopters and air units, they are the best, as SAM's can't be simulated efficient enough with this game engine. I know what a well-established AAA and SAM network does in real life I was playing with it when I was in the armed forces. The 30% I had invested would never Irl been as ineffective as it was in WINSPMBT.

I got frustrated again when the maximum units for Generated Campaigns was still only 201 at its tops. Hard to get every element in there without loosing something and the prices for equipment outside the west that had something that could affect its supreme units was horrifying. I tried to play the Russians and even if they had stuff that could do some harm it was dead end expensive so I gave up almost immediately with playing the Russians the same goes for all the other Eastern stuff. Anything to have was super expensive and didn’t have a chance if put up against the West. This version is not a version where you want to be on the wrong side of “good vs bad” as the game clearly is not made to be played as bad-boys. I also noticed that the shilka system had gotten a new name and all only that its not only the name and the sights that was improved, the old steel chassi and body has also gotten improvments to the happiness of its crew they do not have to worry about 12,7mm rounds anymore.

I noticed, not many nations in this new version have anything to put up against the big three. US, UK, France. The MBT's main guns in other smaller nations are completely left in the cold-war era it seems. As most nations after 1991 Gulf War 1 started to see the importance with Day and Night/Sights and replaced steel propelled warheads as madmen with more recent BK-27 HEAT rounds that have a triple-shaped charge warhead and increased penetration against conventional reactive armor and Explosive Reactive Armor (ERA) this included the the BK-29 round a hard penetrator in the nose designed for use against reactive armor, and as a multi-purpose (MP) round has fragmentation effects.

I was shocked when I saw that nothing at 1000 meters should be able to penetrate the basic M1 Abrams in this new version. Not much left for a bad-guy player to do in this game it seems, as even RPG-7Vs had been taken out of the inventory for the Iraqi Republican Guard in this new version, one can only hope that consideration to the post-gulf-war re-armament is taken into consideration the next time WINSPMBT is released in a new version cause it makes no challenge to play west side now days. I guess I could play with the OBBs but then I would not be able to play PBM’s with my lill brother and that would suck. Lol

All in all from being an 8 of 10 possible WINSPMBT V.4.0 is down on a steady 5 pointer.

Thanks for finding the manual
WOW MEGA LONG POST, also, There MUST be something that can penetrate The M1, i'll try to get some guns on it, have you tried using the challenger?
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