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September 14th, 2005, 09:47 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
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Re: Special Forces
Quote:
Pepper said:
Quote:
whdonnelly said:
Has anyone been able to edit either SOF units or a SOF helo that can unload into either buildings or forest hexes, to represent the fast-ropes and other rappel missions from helos? I haven't been able to figure it out yet.
Will
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This would be a nice function. I was trying to do an urban assault with helo insertions and wanted to do this but alas ... doesn't appear possible to me (probably hard coded into what helo can and cannot do -- i.e. cannot land on hexes with anything in them: trees, buildings, etc.)
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Thinking about this, would there by any chance be some workaround that would allow to have controllable paradropping helos? I know that there would be asolutely no point to that considering that you can just land the helo and get rid of the various annoyances involved in paradropping, but that could provide a way to drop SF or such (top-notch tough guys anyway, in game terms they'd have o e to avoid breaking three ankles each while ctually dropping on BUA) on any non-landable terrain.
That would be something purely editor-controlled of course.
I'm just tossing that idea into the air, I have positively no idea how that would work, even if it would have any chance to work, ut if anyone fees desperate enough to try something on this line...
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September 14th, 2005, 05:08 PM
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Corporal
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Join Date: Jun 2005
Location: Northern CA
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Re: Special Forces
I've thought a good way to represent US Special Forces - in a campaign anyway - is to create an elite 6 man HQ team (the normal HQ unit in a campaign), and then three two-man company HQ teams. These would represent a fill 12 man A-Team, with additional 'indiginous' type troops assigned to the Company HQ - representing the Special Forces Advisors leading 'G's'. Add an FO type unit to represent an CCT team, and you have a full A team led guerilla force.
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September 15th, 2005, 06:06 PM
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Corporal
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Join Date: Jun 2005
Location: HQ-RS, Kabul, Afghanistan
Posts: 167
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Re: Special Forces
I was going to try and mobhack a "Ranger/Commando" class helo that can land or unload anywhere, but I can't find the area to delete forbidden terrain. Still, that might leave an unfair ability to pick-up anywhere, also.
Will
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September 15th, 2005, 07:22 PM
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Private
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Join Date: Aug 2005
Location: West Tennessee
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Re: Special Forces
Would love to see SF A-teams added into the US OOB, as creating scenarios/campaigns that focus on the conflicts we are seeing today require them to a very large degree.
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September 16th, 2005, 11:34 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
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Re: Special Forces
Quote:
tempes156 said:
Would love to see SF A-teams added into the US OOB, as creating scenarios/campaigns that focus on the conflicts we are seeing today require them to a very large degree.
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These are the kind of units you can mod at will by changing their data in the scenario design screen. Take some suitable US commando team (or buy a captured suitable foreign one if you don't find it in the US OOB, just the same), then edit name, men number, experience, weapons, speed.......
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September 17th, 2005, 01:45 AM
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Private
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Join Date: Aug 2005
Location: West Tennessee
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Re: Special Forces
Yes, can do that.
Still curious why they aren't included though, SAS and others are.
Look at it this way, if you want an accurate OOB based on time period, they are essential (they being SF, Delta, etc). Would it make sense to leave out Sayeret Units for Israel at any point? No, it wouldn't.
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September 17th, 2005, 02:09 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,616
Thanks: 4,058
Thanked 5,816 Times in 2,870 Posts
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Re: Special Forces
The Rangers units are meant to cover US Army SF. Note their experience and moral modifiers. That's a SF boost
Don
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