I found that you can get a reliable explosion if you set the crew to 0. Otherwise the explosion is extremely unreliable. However, the process by which you use it in game gets a little more complicated. Since a 0 crew unit is technically destroyed at game start, you need to use the "next unit" function during deploy to find it, then load it into the cargo plane. After that its okay because the game doesn't register it as in play until it lands, at which point it registers it as destroyed and you get the ammo explosion.
Listy was like the godfather of all these kinds of things heh. I drew a lot of inspiration from his UK OOB updates, and liberally "borrowed" concepts like his CS gas grenades and assorted rifles weapon, though I tuned my own versions. I did not, however, look into investigating his tracked minelayer or multi part ship concepts (One section LCS, one section area SAM, etc).
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Suhiir said:
Oh???
You're what, paradropping your vehicle/bomb?
How do you get it to go off?
Love the idea, as paradrops are usually more accurate then bombers seem to be.
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I have two "weapon" units in my USAF OOB. Both the M121 and BLU-82/B are ammo carrier class units (Class 56). Ammo carrier units when destroyed have a major explosion (with serious splash damage). So following the steps above I created these "bomb" units (X3ed out in the OOB, though you will seem them in the ammo carrier formation) that can be paradropped in game.
The process is pretty inaccurate, as you still have to assume the plane will go where you tell it too, and its really more a flavor thing than a serious game mechanic. It could be a cool start a scenario right. I was actually thinking of playing a game with one or two and seeing whether or not you got a serious benefit from the whole thing. Also note that the destroyed unit would count against you in the final tally.