1) if the SEAD plane is firing ARM, and you have the new 2.0 exe then the plane will fire a stand-off PGM attack now (ie it will fire ARM and remove itself from the map).
2) Yes, tanks main guns WILl do splash damage in the next hex, as noted for the blast circle changes. MMG teams at range will sometimes have a 1 hex radius as well. Bith intentional.
Playing a new scen by Ulf Lundstrom, "Cornered Rat", USMC v Iraqi rebels
in 2004. Just have 2 Harries attack with Mavericks against fortified house
spotted by a scout helo with LOS. Both Harriers fire their Mavericks with 99%
accuracy reported and destroyed both forts.
I am playing a pbem with Davide and here are some comments:
1. On turn0 (setup) I have planned ahead several air missions (sead) in random. Then in turn1, my sead have targeted unseen AA mobile platforms very effectively!
2. On turn2 I have executed several airdrops (para) behind/next to the enemy positions and the only known issue is that when my unfortunate para troops got shot and had to retreat (run for their lives) they used to pop up a smoke grenade and then come closer to the enemy (since they have airdroped behind the enemy lines,they have by default to retreat towards their home-side and this way they used to come closer to the ones who shoot at them. I don't know if it possible to make somehow the unit to retreat to a safe zone of control or at the worst case to remain pinned.
cheers,
Pyros
p.s in another test scenario I noticed that the best bunker-buster aistrike attacks (Vietnam era) were the 250 or 500 bomb attacks