Re: Is CM Artillery too destructive?
I thought I would share the changes I made to my USA cluster munitions, which I thought were too destructive for my liking (purely a personal preference) in the default OOB, based on the following presumptions about how the system might work:
1. Every hard target in the 7-hex zone is liable to be hit;
2. If hit, the AP-Pen value is applied to each hit;
3. Targets in the centre hex may or may not have a higher probability of being hit;
4. Even if a target is hit twice, each hit is evaluated separately rather than as one hit with double the AP-Pen.
On this basis, I changed the AP-Pen to 7, representing the HEAT penetration value of a single bomblet.
4. Every soft target in the 7-hex zone is liable to be hit;
5. The AP-Kill represents the maximum cumulative damage that can be inflicted on targets in a single hex;
6. This AP-Kill value may or may not be adjusted by the system - the centre hex having greater value than the outers.
On this basis, I changed the AP-Kill to 17. The regular HE-Kill value is 21. I reasoned that 72 bomblets spread over 7 hexes should significantly reduce the explosive and flying metal content per hex relative to a 95-lb HE shell, but that (a) the multi-location explosions in a single hex would partially offset that and (b) such occurring in multiple hexes would still result in a far superior product.
I have absolutely no idea how the system would know how to adjust the probability of a hard target hit if the CM bombload were to be redistributed across a differently sized area, but with my limited experience, I can't see how increasing the AP-Pen would be the way to do it (unless of course my presumption 2 is out-to-lunch).
My corresponding values for the MLRS 227-mm M26 are 7 and 55, based on 644 of the same bomblets distributed over 20 hexes, and I limit my MLRS ammo to one round only.
And the bottom line is that my changes work for me, and Mobhack allows me to make them. Thanks.
|