Re: Minor issues
A molotov is a flame weapon. Flame weapons are special in SP series games, in that they can ignore all armour - even if the target is an M1A2. Flame weapons also can make a fire in the impact hex that blocks LOS, spread smoke around the place. flame attacks are extra bad for the receiver's morale. Flame hexes are bad for other troops and can cause morale effects and possibly even casualties to troops that subsequently stick around in them. A molotov is a baby flamethrower. Flame weapons are extremely good anti-tank assault weaponry.
SSI made flame weapons special from SP1 - and players soon realised so, and limbered up with cores made up of assault engineers with flamethrowers.
We have toned flame attacks down from the enthusiastic way they started out, but they still remain one of the best assault weapons. Even if they do not kill the tank, they usually rout or retreat it.
So the points calculator charges more for the molotov, since flame weaponry is double plus good.
Me - I try to avoid troops with molotovs since their use tends to block LOS for my supporting armour or ATG. other players still probably turn their core infantry into elite assault pioneers.
And sachel charges are not particularly much use - they are a simple haversack of explosives after all with just canvas round it. So if dropped in the open, some blast is about all you will get dissipating rapidly, with no shrapnel value other than any loose pebbles lying about. The things do not even have the metal heads of the several grenades in a Geballte Ladung bundle. They were designed to be poked through a bunker's slit with the fortification walls providing the blast reflector "tamping".
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