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December 22nd, 2008, 09:09 AM
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Corporal
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Join Date: Apr 2008
Location: Norway
Posts: 69
Thanks: 4
Thanked 2 Times in 2 Posts
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Re: Repair vehicle and units
Quote:
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How did they end up in the water in the first place? Did you see it happen or just part of the recovery operation?
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I saw it happen, as the fourth vehicle in a column with our ARV, we drove over a little top, and saw it went down, and heard the screaming over the radio.
It was the number 3 tank in a platoon.
The number 3 and 4 tanks are manned with the most inexperienced commanders. He didn’t read the terrain proper, or the map.
That’s why.
We lost a crewmember on a similar accident two years ago, on one of our Leopard 2 MBT.
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December 22nd, 2008, 10:55 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
One thing a lot of people don't realise is how dangerous tanks can be even, in training exercises.
We had one crewman leaning over the coax ammo box which is attached to the side of the main gun next to the breach when someone in the gunners position max depressed the gun. Tube goes down, breach and ammo box go up, resulting in a soldier with a fractured back. He was slammed into the top of the turret. One crewman just fell off the tank. He was behind me. I turn to look away and when I looked back, he was on the ground. He ended up with a dislocated elbow. At least in these cases, both survived. I've heard other stories where crewman didn't survive, but haven't personally seen anything like that.
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December 23rd, 2008, 01:54 AM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: Repair vehicle and units
Every large training Exercise I was ever involved with always seemed to have deaths involved. In the 70's as a kid NATO Forces were always loosing people in everything from fighters slamming into hills to troops being run over in the middle of the night. You get enough "hardware" crashing around the country side something is going to give.
Bob out
Last edited by PanzerBob; December 23rd, 2008 at 01:57 AM..
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January 26th, 2009, 03:07 PM
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Private
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Join Date: Nov 2008
Location: Virginia
Posts: 44
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Repair vehicle and units
Hi:
I am in favor of some new feature dealing with immobilized vehicles.
Perhaps some ground rules are needed.
a) Aid vehicle has to be in same hex as damaged vehicle.
b) Weapon fire damage is not repairable in the field. Likewise, building collapse should be treated as weapon fire damage. So vehicles damage because of these events can not be repaired, but can be moved.
c) Any vehicle can be moved.
d) Moving damaged vehicles require movement points
e) Amount of movement points is a function of vehicle weight, damage and terrain. Movement cost can exceed the cost of any one aid vehicle, thus requiring more than one aid vehicle to move one hex.
f) Aid vehicle is subject to same conditions that incapacitated the damaged vehicle. For example, if damaged vehicle is in mud, aid vehicle can get stuck in mud too!
g) Aid vehicle(s) combined weigh must be x% larger than damage vehicle. Where x is greater than 100 and represents the anchoring required.
h) Time to move starts at 2 turns plus random roll during an aid vehicle unsuppressed(0) subsequent turn.
i) Subsequent movement of damage vehicle requires all same vehicles remain together (formation move 1 hex). If any aid vehicle departs, the process starts over again.
j) Movement can only continue as long as all aid vehicles involved remained unsuppressed. Movement is per (e) above.
k) If damage to vehicle was due to terrain, then once damaged vehicle has been removed from inflicting terrain, the damage is removed and the vehicle returns to operation.
There is a bit of programming involved in this as I sure the designers see right off.
Some simplication is possible by just designating any vehicle larger than the damage one as capable of being a towing vehicle and only one towing vehicle is needed for any terrain. And maybe just allow one hex move on the successful die roll.
Sorry to be so long
Thanks
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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 
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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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
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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.
__________________
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: 12,719
Thanks: 4,167
Thanked 5,968 Times in 2,929 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, 09:50 PM
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Captain
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Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
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Re: Repair vehicle and units
Quote:
Originally Posted by Bromine
Another thing that works is just bailing the crew and taking them to safety via PAC, 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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That is so true!The tank itself is replaceable.
Pop some smoke (if available) and bail,odds are they might get killed but better than waiting for a highly visible tank transport.
If i can i always rescue an experienced crew.
It changes the strategy but better than training a new crew.
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December 31st, 2009, 01:04 PM
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Corporal
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Join Date: Dec 2009
Location: Austin, TX
Posts: 99
Thanks: 13
Thanked 2 Times in 2 Posts
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Re: Repair vehicle and units
I have several heavy transport helos in my core. They can lift many vehicles, even MBT's. Rather than bail out the crew, once the AA threat is gone, I use them to take immobilized vehicles into the back and use them as pillboxes to defend the rear area.
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