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Old August 19th, 2016, 04:47 PM
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Default Re: Alpha Co BLT 1/6 22 MEU OEF-A

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Originally Posted by Suhiir View Post
Quote:
Originally Posted by RetLT View Post
Just as an observation, the booby traps were not very effective. Almost always I would hit one and suffer no casualties.

The IEDs were much more effective. I would change the booby traps to these or simply to mines for more of a challenge.

Thanks for continuing to make fun new scenarios.
Booby traps were implemented WinSPMBT long ago, they represent the types used by the VC during Vietnam so aren't overly lethal, as they were intended to cause injuries more then kill.
IED's are a recent addition and tend to represent big 2000#/truck bomb type stuff, I've seen them destroy a tank 3 hexes (150m) from the explosion location.
True. That may explain why IED ordinance is of varying strengths given locale. An IED on a road or highway removed from homes will mostly likely be the big buster, whilst one on a foot path in an agricultural village would be of variety to maim, to inflict casualties without destroying the homes of the people that support the insurgency.

So, in the game mines and yes booby traps can be reflective of what the scenario is depicting from real life encounters.

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Old August 20th, 2016, 08:51 AM
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Potion Re: Alpha Co BLT 1/6 22 MEU OEF-A

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Originally Posted by RetLT View Post
Just as an observation, the booby traps were not very effective. Almost always I would hit one and suffer no casualties.

The IEDs were much more effective. I would change the booby traps to these or simply to mines for more of a challenge.

Thanks for continuing to make fun new scenarios.

I hear you.


I'm playing around with an idea inspired by one of Wild Bill's scenario that I used in my first scenario: 265 Afghan Wars - A01 Ambush. There, I detonated ammo carriers to limit damage.

So, here I am thinking to increase the damage of a booby trap, but limit that damage below that of an IED, by putting an ammo carrier with a booby trap in the same hex, the blast from the booby trap may detonate the ammo carrier. One side or the other looses a guy, but alas I could assign the cost of the ammo carrier to say 1 making the loss insignificant.

This may make the booby trap more lethal but limit the effective blast radius that I am looking to mirror, and addresses your concerns as well.

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Old August 20th, 2016, 02:14 PM
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Default Re: Alpha Co BLT 1/6 22 MEU OEF-A

If you want bigger booby trap without making a new larger weapon have you tried modifying it.
1) put another booby trap in weapon slot 2, more chance of a kill same blast radius?
2) swap the booby trap weapon for something bigger, say a satchel charge.

I am assuming the unit class is what dictates the behaviour so changing the weapon it should still go off.

The more weapon slots you use (if they all fire) the greater the chance of the unit being hit & I would expect greater suppresion.
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