john g -> (9/9/2001 1:16:00 AM)
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quote:
Originally posted by ruxius: Sorry AJV and John g , my not perfect english sometimes makes me unable to understand well everything..but I should say that in my long post I was not talking about planes which drop paratroopers...that planes are well designed in my opinion..and they need no change.. But you know in the game we manage two categories of cargo planes..the first are AI controlled..the second are the Cargo aircrafts you control like all other common units along the battlefield
What I wrote can be summarized this way : is it possible to have that aircrafts moving at speed 3 while a feet squad can move faster ? how could an armored car move 30 hex per turn while a cargo plane is so slow ? (physics say that a plane needs speed to fly )I think it's easy to figure that speed may be more an old inheritance of the old SP1 OOBs than a reasoned feature from MAtrix I can't find any reason to keep them at speed 3 ..also I tried to list some reasons to support this point of view and the first posts seemed to show a need from some players that I only expressed with more details...
ok but now let's try to believe that speed is reasonable ...I can only figure that speed wants to represent this fact : they are so high in the sky that they seem to cross the battlefield very slowly..if this hypothesis holds let me say they cannot be hit by rifles... Have you tried to load an infantry platoon onto them and then fly over dug-in infantry enemies ? I don't think you will never purchase them in a PBEM challenge...
So only historical reasons to have that speed if you want to use them..but are we sure their historical presence can not be dressed of some logical features ? it's so simple : highten that speed... Bye
[ September 08, 2001: Message edited by: ruxius ]
The problem is that the cargo planes are not supposed to be used in the way that you want them to.
If you allow planes to fly across the map hex by hex the way you want, they then become the perfect recon that was done away with when the Storch was eliminated.
In the deploy phase you set paratroop drop zones, that is the correct way to use cargo aircraft. Assign each a hex (and optionally a turn of arrival). They then fly across the map, drop and exit the map all one one turn just as they should with a 100+mph speed. The speed 3 is a factor in the way the code handles aircraft, since faster aircraft are harder to hit. Just like the fact that aircraft mgs will penetrate armor due to the extra speed they get by being fired from a 400mph aircraft.
Only in the Lightning Strikes scenario are they used as you are trying to do. That was a special case where cargo aircraft were flown onto a landing strip under fire, and to be honest the game engine allows the player to fly the planes into trees if he wants, but that is just a limit of the game engine in representing a rare occurance.
If you stick to using the planes as designed, you will have a success rate that exceeds history. As it was no air drop went 100% as planned. Most were disasters that were pulled from the trashcan by the actions of the elite soldiers that dropped.
A example is a battle I played vs the ai back with v4 of the rules. It was after the introduction of the ability to drop paras after the prebombardment turn. It was my first time using the ability to use that so I set the paras to drop turn 4 on the rear vic hex area in a meeting engagement map, assuming that the ai would have moved all units forward and I would catch them by surprise. Much to my dismay when the drop landed I had nearly 2 companies of paras in a battalion level tank park. 50-60 enemy tanks were in and around my drop zone. By the time the carnage was overand the survivors hit in a nearby forest the paras were reduced to one mg and one weak squad. They did function as spotters for my tanks who arrived there several turns after the drop.
Did the drop go as planned? NO! Did they tie up almost all the enemy armor while I was rolling forward, definately. Did they help spot enemy tanks from behind for my tanks to shoot at, yes.
As it was I ended that battle with a decisive, and I learned something new about how the ai deploys for battle. If you play with a realistic limitation on spec ops, then airborne and gliders are the only way to insert infantry into the rear of the enemy, and yes I would use them, if used the correct way. thanks, John.
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