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need help - placing aircraft onboard

 
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need help - placing aircraft onboard - 1/31/2002 3:03:00 AM   
richmonder

 

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From: Richmond, VA USA
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Without the search option I guess these inquiry types will pop up from time to time.. So how do you go about placing aircraft onboard, you know, for those neat strafing runs?

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- 1/31/2002 3:11:00 AM   
challenge

 

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Just like you do OB Artillery. Select someone who can call art and select it. You'll see the aircraft you purchased in the list and place it just as you would for artillery. By showing the aircraft pathe you can chose the in/out route to avoid as much AA as possible. Usually it will select a target on the approach to pound, then it flys away.

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- 1/31/2002 3:27:00 AM   
richmonder

 

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No, you are talking about targeting for aircraft. I am speaking about setting the actual aircraft units on the board (grounded, as at an airfield) so that they can be destroyed.

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Richmonder
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- 1/31/2002 3:41:00 AM   
challenge

 

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There was a thread a while ago that dealt with placing wreck and other icons on the board when you built maps for scenarios, but I don't remember what it was called. It was either late in December or early this month IIRC.

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- 1/31/2002 3:57:00 AM   
Grenadier


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Aha, that is one of the exclusive features of a mega campaign. I could tell you but then I would have to kill you Actually, if you have an MC set your purchases to Norway December 1949 and buy the "Explosion",as many as you want for your vehicles, tanks, airplanes, etc then use the map editor to access the special MC graphics. I wrote this in the manual so all you have to do is look it up on page 140 Use the numbers above 100 and place on map like any other terrain graphic. Now deploy your "explosions" in the same hex as the icon and then resize it or change any of it other attributes. If it is a big airplane it should be sized at least a 4. A tank would be a 2 to 4. Best check in the OOB's and use that unit size for what you are emulating. For example a JU 52 is a 4 [ January 30, 2002: Message edited by: Brent ]



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- 1/31/2002 4:07:00 AM   
swagman

 

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I have played around with this myself...if the aircraft has movement it runs all over the place...and paths and objective hexes seem to be ignored completely...I don't think it is considered to be on the ground so terrain has no effect...so the speed would have to be set to zero. I could only get aircraft to appear as re-inforcements in re-inforcement hexes...so I would like to know how its down...place a Ju-52 on an airfield and let it sit there awaiting the enemy.

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- 1/31/2002 4:16:00 AM   
Wild Bill

 

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The only aircraft you are going to get to sit on the ground Swagman is by doing what Brent outlies above. The aircraft are actually map icons, not actual units. They look real enough. Putting the explosion icon beneath them (it is nearly invisible) makes them vulnerable to ground or air attacks. They blow up real good. There was a time in earlier versions when you could trick the game into placing actual aircraft on the ground. But that was removed. Another was the ability to mount and dismount cavalry. You can't do that anymore either So the above prescribed remedy is the best solution for Richmonder. WB

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- 1/31/2002 4:24:00 AM   
swagman

 

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Thanks Wild Bill, obliged...your knowledge of the game is as impressive as your creative flair and the scenarios you create...I am grateful for both.

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- 1/31/2002 6:52:00 AM   
Redleg


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It is possible to unload aircraft such as transports onto the map. They will be smoking but at least they will there. Perhaps victims of an
earlier strafing attack. Then if an explosion icon were placed over these transports, they would become good targets for subsequent attacks.

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- 1/31/2002 6:55:00 AM   
ubertechie

 

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is it not possible to allocate points to them for when they are destroyed - would love to have the ability to do that - would make one of the scenarios for the FJ sealion campaign a whole lot better Thanks Ubertechie

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- 1/31/2002 8:04:00 AM   
swagman

 

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Aircraft arriving on the ground as re-inforcements have standard point value (and can be edited to increase the value, so each can symbolically represent an amount of damage...eg each plane worth 500 points) If the aircraft have zero movement points, they will just sit on the re-inforcement hex when they arrive in turn 2 or later...by not having them present on turn one would reduce the chance or lucky artillery destroying them, and so giving the attacking player a chance bonus, rather than forcing the attacker to fight his way to the planes in order to destroy them. This is a model I have been testing for a tatstinskaya scenario...

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- 1/31/2002 9:25:00 AM   
Dogfish

 

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Hey Richmonder: I've played with this also and it is possible to have grounded aircraft as units. You would make a new unit, use the appropriate AC icon and class it as a fort, cave, emplacement etc. All of these have no movement, and that doesn't get repaired. You can add the ac's mg's and fire them... and the AC won't spin around and if you choose fort will have a limited los. You can have a crew that might survive. If you make a grounded transport, you can have a squad on board. I haven't tried it, but if you like explosions, I guess you could make the unit an ammo dump class. If you're doing a scenario, I would think there is no problem. I think however that if you are just doing a battle, not all classes would be available depending on the battle type. No forts unless you are defending... I think emplacements are available all the time. Never tried but I would assume this could also be applied to make disabled tanks, etc. Could work if you wanted a rear area tank park, etc.

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- 1/31/2002 10:08:00 AM   
Redleg


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Good ideas here. You can also do this (a bit tricky).
Place the transport aircraft on the ground. Decrease its value if you want to. Play turn 1. While in turn 1, bail out the crew and move them away from the aircraft. Save. Rename the savefile and put it into the scen editor and edit the crew to be infantry or whatever. Finally place an explosion on the aircraft icon
with an increased cost so points go to the attacker. Be aware that unless the crew returns to the aircraft at the end of the battle, the plane will explode as do any other vehicles without crews. It looks good, though.

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Post #: 13
- 1/31/2002 10:10:00 PM   
RockinHarry


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quote:

Originally posted by Redleg:
Good ideas here. You can also do this (a bit tricky).
Place the transport aircraft on the ground. Decrease its value if you want to. Play turn 1. While in turn 1, bail out the crew and move them away from the aircraft. Save. Rename the savefile and put it into the scen editor and edit the crew to be infantry or whatever. Finally place an explosion on the aircraft icon
with an increased cost so points go to the attacker. Be aware that unless the crew returns to the aircraft at the end of the battle, the plane will explode as do any other vehicles without crews. It looks good, though.

My prefered method! Also has the advantage that icon sizes stay consistent! Usually I play with icon size3 (Preferences menu) and the huge Shapes from the Ter86 shape files look odd at times. Nontheless,..the easier (faster) method to place
aircraft ect. on the map is to use the Ter86 file method. ________
Harry

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