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January 28th, 2009, 12:10 AM
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Sergeant
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Join Date: Jun 2005
Location: Die Operasionale Gebied
Posts: 373
Thanks: 103
Thanked 86 Times in 56 Posts
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Re: Repair vehicle and units
The quickest mobility damage repair that I know of is replacing a tyre on a vehicle. You tow it out of range. You DON'T try to change it under fire. The next quickest is replacing the wheel and tyre on a MPV. You have to jack the bugger up, then remove the remnants of the wheel, check the damage to the axle, and replace it if it's too badly damaged. The whole thing takes at least an hour. More if you're under fire.
troopie.
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Pamwe Chete
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February 18th, 2009, 07:42 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Repair vehicle and units
I have been thinking about this a lot and I would really like to see more ACRV's added. I know that "recovery and repair" is not modeled in the game nor does it need to be to have these units included.
For example, why not have these recovery vehicles included and have them limited to the same role at the "Tank Transporter". I know they have the capability already to pick up and carry away BUT from a graphic standpoint they look . . . funky and out of place.
The idea being they can be there to "drag" immobilized vehicles out of the fray. In scenarios this is no big deal BUT in campaigns they could become very useful in saving a vehicle from being completely lost. They would be especially useful in my Silver Lions II User campaign.
Thoughts?
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February 18th, 2009, 10:01 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Repair vehicle and units
Well, no problem modelling them then, right? Just use some Engineering tank icon for them (turretless)...
OOTH what would really be good would be if the bailed out crews had to wait some before remounting - for these cases when they are too suppressed to move but not enough to run away and they remount their damaged vehicle by the turn's end just to be blown to pieces by the enemy
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February 18th, 2009, 10:58 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: Repair vehicle and units
Quote:
Originally Posted by Double_Deuce
I have been thinking about this a lot and I would really like to see more ACRV's added. I know that "recovery and repair" is not modeled in the game nor does it need to be to have these units included.
For example, why not have these recovery vehicles included and have them limited to the same role at the "Tank Transporter". I know they have the capability already to pick up and carry away BUT from a graphic standpoint they look . . . funky and out of place.
The idea being they can be there to "drag" immobilized vehicles out of the fray. In scenarios this is no big deal BUT in campaigns they could become very useful in saving a vehicle from being completely lost. They would be especially useful in my Silver Lions II User campaign.
Thoughts?
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Quote:
Originally Posted by Marek_Tucan
be good would be if the bailed out crews had to wait some before remounting - for these cases when they are too suppressed to move but not enough to run away and they remount their damaged vehicle by the turn's end just to be blown to pieces by the enemy
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I like thsse two, a lot.
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That's it, keep dancing on the minefield!
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February 18th, 2009, 10:58 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,489
Thanks: 3,957
Thanked 5,692 Times in 2,812 Posts
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Re: Repair vehicle and units
Use the tank transporter and change the Icon to the Pionierpanzer 1 and you have a close enough M88.
We are not getting involved in recovery in the game beyond what's there now
Don
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February 18th, 2009, 11:40 AM
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Captain
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Join Date: Oct 2008
Location: Columbus, Ohio
Posts: 975
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Repair vehicle and units
Another thing that works is just bailing the crew and taking them to safety via APC, chopper or whatever you have. The tank can be replaced between battles, if it ends up destroyed, but it takes much more time to replace an experienced crew.
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February 18th, 2009, 05:12 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: Repair vehicle and units
You know I never thought of using the tank transporter to save an immobilised tank lol. Thanks for the idea.
In at least single player campaigns I try to save the crews by having either M113s on standby or a heli or two.
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That's it, keep dancing on the minefield!
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February 18th, 2009, 07:33 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Repair vehicle and units
Quote:
Originally Posted by DRG
Use the tank transporter and change the Icon to the Pionierpanzer 1 and you have a close enough M88.
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Bah, that would be too easy.
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February 18th, 2009, 07:36 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Repair vehicle and units
Quote:
Originally Posted by Wdll
You know I never thought of using the tank transporter to save an immobilised tank lol. Thanks for the idea.
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I try to keep my designing of User Campaigns as faithful to the historical TO&E as possible so had to come up with a way to simulate it. I forgot about the Pionierpanzer icon in the other OOB till Don reminded me.
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February 18th, 2009, 08:28 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,489
Thanks: 3,957
Thanked 5,692 Times in 2,812 Posts
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Re: Repair vehicle and units
You could use the Badger in the Canadian OOB as well. Use whatever's closer to the M88. All that can be manipulated using scenhack
Don
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