Desert Fox
Posts: 171
Joined: 5/9/2000 From: Ohio, that is all I can say. Status: offline
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I have seen some very mixed results with flamethrowers and satchel charges myself.
In one instance, USA vs Japan in a heavy jungle area, my engineers shot burst after burst of flame and tossed satchel after satchel of charges, with negligeble casualties to jap infantry in jungle and jungle/rough hexes. This must have gone on for 15 turns or so, with the flamethrowers and satchel charges rarely, if ever, causing casualties to the 15 man japanese squads. The garands and BARs, as well as my armor were the only things holding the line. Now, granted, my boys were average or green at best, and the terrain was pretty tough, but after 20 flame bursts and 20 satchel charges, I would expect some japanese casualties, if nothing more than they all run home with their tail between their legs. In the same vein, I think terrain should be destroyable. After all the demolition work I did in that jungle, there should be no jungle. I took slash and burn to a new level that day.
On the other side of the coin, I like using flame tanks as the germans, specifically the panzer 2 flame tanks for their double flamethrowers. In the desert terrain of North Africa, these proved to be invaluable in making entrenched desert rats get up and go, causing casualties no matter what hit percentage I had. They are completely unstoppable if the enemy has no anti tank capability. Simply point and flame, then advance. Gotta keep an ammo truck in the area though, otherwise the rampage ends real quick. Of course, desert terrain leaves little actual places to hide, but it seems to me that flamethrowers should always be causing casualties just by handing out intense fear to all the troops in that hex.
How many troops really stuck around to fight when they were being shot at with flamethrowers and satchel charges, even if they were highly trained and experienced troops?
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