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  #11  
Old September 22nd, 2008, 02:52 AM
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Default Re: PGM's and ARM's

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Originally Posted by Koh View Post
Maybe the AI wants to buy realistic in stead of having a company supported by an air army and a SAM regiment.
Zing

Well I had a Battalion of Germans and a re-enforced Company of Danes on the map. In my Previous game, I'd had "realistic" levels of AA support (4x HVM covering the entirety of the Royal Anglian Regiment). Those got smoked on turn 0 (By I suspect ARM/PGM combo mentioned above) leaving the Entire Regiment with out any AA weapons. I was trying to shoot down helicopters with 81mm Mortars for crying out loud!

Then when I ID'd the 5th Guards Tank army rolling towards one of my companies I moved reinforcements down to help that unit. However a couple of SU-25's dropped in to say "hi", and wasted the most of them.

This Time knowing my opponent, I figured he would do an Amphibious landing, so I got some boats to block him, and I suspected a Para drop on the Airfield. I Dug the Danes in on the Airfield, and lo and behold he did exactly what I thought he would. However the Danes, despite being Dug in on, and around the LZ in good positions, with some .50's to help out still caused Bugger all damage and got routed by RPO shemel fire.

So knowing there was Likely to be an Airdrop by considerable forces I went with a AA heavy army. It didn't work though, it might have worked if it wasn't for the PGM/ARM game play issue above.
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  #12  
Old September 22nd, 2008, 05:31 AM

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Default Re: PGM's and ARM's

Sounds like you could have used a few non-radar guided AA assets. Sure, they lack in accuracy, but they can still ruin the day for a transport aircraft. And they would not be attracting radar seeking missiles.

Griefbringer
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  #13  
Old September 22nd, 2008, 09:31 AM
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iCaMpWiThAWP iCaMpWiThAWP is offline
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Default Re: PGM's and ARM's

Quote:
Originally Posted by Listy View Post
Quote:
Originally Posted by Koh View Post
Maybe the AI wants to buy realistic in stead of having a company supported by an air army and a SAM regiment.
Zing

Well I had a Battalion of Germans and a re-enforced Company of Danes on the map. In my Previous game, I'd had "realistic" levels of AA support (4x HVM covering the entirety of the Royal Anglian Regiment). Those got smoked on turn 0 (By I suspect ARM/PGM combo mentioned above) leaving the Entire Regiment with out any AA weapons. I was trying to shoot down helicopters with 81mm Mortars for crying out loud!

Then when I ID'd the 5th Guards Tank army rolling towards one of my companies I moved reinforcements down to help that unit. However a couple of SU-25's dropped in to say "hi", and wasted the most of them.

This Time knowing my opponent, I figured he would do an Amphibious landing, so I got some boats to block him, and I suspected a Para drop on the Airfield. I Dug the Danes in on the Airfield, and lo and behold he did exactly what I thought he would. However the Danes, despite being Dug in on, and around the LZ in good positions, with some .50's to help out still caused Bugger all damage and got routed by RPO shemel fire.

So knowing there was Likely to be an Airdrop by considerable forces I went with a AA heavy army. It didn't work though, it might have worked if it wasn't for the PGM/ARM game play issue above.
Mhwhwahwah, trying to shoot down Helicos with 81mm, Doesn't sounds easy, also, does anyone thinks that We should be able to fire RPGs,LAWs,BAZOOKAS,Whatever into those helicos?
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  #14  
Old September 22nd, 2008, 10:30 AM

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Default Re: PGM's and ARM's

No. Because due to the backblast that would be extremely unwise. Unless you are in a tree or something.

And you already are able to fire them at helos. I've downed several helos with man portable AT weapons. I believe the helos need to be still and at low altitude to enable firing AT weapons at them. Same goes for MBT main guns.

- Koh
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  #15  
Old September 22nd, 2008, 11:48 AM
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Default Re: PGM's and ARM's

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Originally Posted by Koh View Post
No. Because due to the backblast that would be extremely unwise. Unless you are in a tree or something.

And you already are able to fire them at helos. I've downed several helos with man portable AT weapons. I believe the helos need to be still and at low altitude to enable firing AT weapons at them. Same goes for MBT main guns.

- Koh
Correct, the Helicopter needs to be moving slowly, and you can nail it as a normal target. I bagged a Flight of AH-64's with T-80's like that. If A helicopter sit still in front of a infantry line I'll Unmask an ATGM for that shot.
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  #16  
Old September 22nd, 2008, 02:06 PM
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Default Re: PGM's and ARM's

Weird, I could never do that, i'll just try it.
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  #17  
Old September 22nd, 2008, 07:39 PM
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Lightbulb Re: PGM's and ARM's

Another tactic against Helicopters if you are in a bind is hosing them with all the MG fire you can, the heavier the better. While you may not hit them I've found it will at minimum throw off their aim and at best suppress them. Of course if it's the Commanders Birthday or if you are very lucky a dead helo is possible!!! Transport Helo's can be "convinced" with this method as well usually with much more satisfying results. I once had an arty mission fall on a LZ I was landing in, 152's I believe, it ruined my whole day. So if you can divine the LZ for an Airmobile Assault getting your artillery retasked there would be to your advantage, especially any cluster munitions or large calibre guns.

No matter how it’s sliced purpose built attack helos can be problematic.

Bob out
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  #18  
Old September 22nd, 2008, 08:23 PM
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Default Re: PGM's and ARM's

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Originally Posted by PanzerBob View Post
Another tactic against Helicopters if you are in a bind is hosing them with all the MG fire you can, the heavier the better. While you may not hit them I've found it will at minimum throw off their aim and at best suppress them. Of course if it's the Commanders Birthday or if you are very lucky a dead helo is possible!!! Transport Helo's can be "convinced" with this method as well usually with much more satisfying results. I once had an arty mission fall on a LZ I was landing in, 152's I believe, it ruined my whole day. So if you can divine the LZ for an Airmobile Assault getting your artillery retasked there would be to your advantage, especially any cluster munitions or large calibre guns.

No matter how it’s sliced purpose built attack helos can be problematic.

Bob out
Yeah in the above mentioned battle my opponent very thoughtfully picked an LZ which had a priority target marker on it.

I did after much hammering away managed to wing one of the attack helicopters with a .50 from my battalion HMG platoon.
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  #19  
Old September 23rd, 2008, 12:00 AM
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Default Re: PGM's and ARM's

I didn't know you can attack Helis with AT weapons.I tryed to do a 'Black Hawk Down' style city assault.I gave the ai plenty of RPG teams but my Blackhawks weren't attacked by a RPG once.....thats unrealistic,it really takes away the feel.
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Last edited by BadCompany; September 23rd, 2008 at 12:05 AM..
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  #20  
Old September 23rd, 2008, 11:36 AM

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Default Re: PGM's and ARM's

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Originally Posted by BadCompany View Post
I didn't know you can attack Helis with AT weapons.I tryed to do a 'Black Hawk Down' style city assault.I gave the ai plenty of RPG teams but my Blackhawks weren't attacked by a RPG once.....thats unrealistic,it really takes away the feel.
Did you keep them hovering for at least a whole turn (ie not moving them) within range of those rpg's? That's what happened in Somalia and that's what needed for AT weapons to fire at them. I think the max you can move a chopper and still be a AT target is something like 2 hexes.

It would be very unrealistic if you could hit a fast moving chopper with rpgs. So if you want the Mogadishu feel of black hawk down, keep circling the chopper right over the enemy at low speeds.

Narwan
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