|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
June 3rd, 2020, 12:03 PM
|
|
Sergeant
|
|
Join Date: Jun 2005
Location: The Land of the Sabbath and of the Priest
Posts: 242
Thanks: 35
Thanked 11 Times in 10 Posts
|
|
Ferret Mk 5 - Size 0 Unit?
The Parachute Squadron Royal Armoured Corps operated the Ferret Mark 5, fitted with the Swingfire anti-tank guided missile, from 1968. One of Swingfire’s major advantages is seen, or rather not seen, here. The sight could be dismounted from the vehicle on a 50m cable, allowing the Ferret and the missile’s launch signature to be concealed. Ferret carried four missiles and two spares, along with a crew of two.
(Tank Museum FaceBook page)
|
June 3rd, 2020, 01:10 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Ferret Mk 5 - Size 0 Unit?
There is no way to make detatched-controller ATGM in the game.
Other than UK tabletop rules (like WRG and Challenger) - none of the other tabletop rulesets available back in the 70s and 80s, or US hex-counter shuffling games addressed them.
Same goes for "turret-down" ATGM launchers like the German RaketPanzers, as there is no "turret down" in the game.
Making them NLOS ATGM may be too powerful (any arty FOO with requisite kit can then fire them, rather than being linked to the vehicle's own dismounted controller).
And even if we made it somehow possible with a special dismount controller element - getting the AI to take advantage of the feature would be hellishly difficult.
|
The Following User Says Thank You to Mobhack For This Useful Post:
|
|
June 3rd, 2020, 07:46 PM
|
|
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Ferret Mk 5 - Size 0 Unit?
Your could modify the vehicle if that is what you want removing the ATGM, giving it a dismount team & carry capacity for it.
Vehicle obviously will just be transport then.
Otherwise go the Spartan & dismount route only disadvantage is Spartan is size 3
__________________
John
|
June 4th, 2020, 12:24 PM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Ferret Mk 5 - Size 0 Unit?
Even so most ATGMs (as opposed to RPG/LAAW/etc.) are not "size 0" due to the rather visible backblast of firing them and the need to stay put to guide them to their target.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
June 4th, 2020, 03:06 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Ferret Mk 5 - Size 0 Unit?
Quote:
Originally Posted by Suhiir
Even so most ATGMs (as opposed to RPG/LAAW/etc.) are not "size 0" due to the rather visible backblast of firing them and the need to stay put to guide them to their target.
|
Yeah they are a BIT noticeable when they do fire
|
June 4th, 2020, 05:38 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Ferret Mk 5 - Size 0 Unit?
The real World British Army kept 120mm RCL units in the Berlin garrison post introduction of MILAN.
In the game univers, a fleeting target zipping across a gap between city blocks is in as much danger as from a 120mm APDS round, because the missile and the gun, in game, both engage at the target hex instantly on firing. No allowance is made for time of flight (and I cannot think of how to implement that!) so in real life the APDS would likely connect, but the misssile would whizz thtough empty air as the motoring tank disappeared behind the building (or tree or hill etc). A 120mm RCL would have a chance in Berlin - MILAN would only be useful on targets that decided to stop in clear view for a few seconds too long.
Tabletop 1/300 and paper hex rules had fancy overwatch rules, where you designated targets in a sub-phase, did movement in a subsequent sub-pahse, then firing, and atgm whose designated target was out of sight were either wasted or did not fire (depending on the complexity of the rule set). And then reaction fire sub-phases where overwatching firers maybe diced to try to engage the ATGM shooter.
But this game has no sub-phases - its the whole point of SP that Joe average could just shuffle tanks about and fire with no need for bookkeeping, orders, any of the stuff a 1/300 ruleset had and required detailed poring over the rules, argumants with the opponent and/or umpires with etc.
Tabletop games took long amounts of time to set up and clear away, and in a game club meeting you may be lucky to get 10-15 turns in on a full Saturday, less on a weekday evening meet. The SP series, even the first SP1 completely blew away all the hassle of stuff like that, you could dive in straight away.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|