kao16 -> (8/2/2001 7:03:00 AM)
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Originally posted by Khan7:
You can assume that as soon as the thing opens fire everyone in the vicinity is going to hit the ground, therefore making it very hard to pick off more than one or two guys at a time, even if there is no effective cover.
The first burst will arrive before the targets know it is coming. From this burst assume high casualties. Subsequent bursts will be received by troops hugging the ground, thus reducing subsequent casualties (troops may be pinned and taking suppression). This is how SPWAW currently works.
So say you ambush one squad and wipe it out in one or two shots. Everyone else in the same vicinity will now know that there is an MG in the area, and will hit the dirt, therefore making it impossible for the MG to do to the next squads what it did to the first one.
Next squads shot at by the same weapon will have a lower hit probability. The problem with them not hitting the ground when the group beside them is hit is a problem with the game engine and nothing can be done about that.
And at closer ranges it is, as one person pointed out, much harder to throw out any doomsday fire (this is why WW1 troops were trained to charge straight at an MG if they were ambushed at a reasonably close range (100-200yards). If they just hunker down then they are pinned and cannot move, even to retreat, without getting whacked, and the MG will just pick them off one by one. But if they charge then most likely enough people will reach the nest to wipe it out.)
Anyway, I will now leave these remarks here for others to comment on.
Remember that if infantry move more than one hex per turn they are more or less standing up and walking or running, making them well exposed targets for the MG's. Running at a MG for 100-200 m (2-4 hexes) means 2-4 op-fires.
[ August 01, 2001: Message edited by: kao16 ]
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