swagman -> (1/21/2002 11:01:00 AM)
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It strikes me that SPWAW relies on warhead size and pentration values for its damage calculations...the problem is that a flame weapon has no warhead and no penmetration...it just does a hell of a lot of damage...hence the SPWAW engine fails to model flame damage.
I don't know much about flame damage in the real world, but it strikes there damage potential relies on them touching unprotected things that can be fire damaged...eg people. I think there are three types of flame weapons: 1. fuel bombs like molotovs, that spill liquid fuel that is then ignited...they rely on the fuel being contained in an area so it can burn for long enough to do damage (eg engine compartment), or for the vapours to be contained until a concentration is reached that will explode (leakage through the turret ring into the fighting compartment)...soft-skinned vehicles are vulnerable since the thin metal would quickly convey heat to ignitable components; 2. jelly fuel weapons that stick...damage risk to a vehicle would be minimal...possible some rubber damage to tyres...uhh, and the paintwork...the fuel wouldn't leak anywhere where it could damage the vehicle, and the heat is above the flames, so the vehicle would not cook...but soft-skinned vehicles would again be at high risk. 3. flame throwers, which really only enshroud the target in flame...the flame burst wouldn't last long enough to cook the vehicle or crew, not to ignite anything critical...and once it stopped the wheel and track movement would put out any burning tyres or tracks...but soft-skinned vehicles would again be at high risk.
Similarly, the following are likely to be the impacts, with a molotov has a low to hit value and a flame thrower a high too hit value and a jelly fuel somewhere in between as it would be most likely aerily delivered. *troops (humans) receive high destructive value on a hit... *soft vehicles would be vulnerable all three types of weapons, since in all three the thin skin conveys heat to combustible components *open top armour such as half-tracks are at high risk and probably suffer almost 100% destruction rates on a top hit...a side hit would have close to 100% failure rate...even if a molotov hit the rubberised tracks, the fuel would be spun off if the vehicle was moving and damage would be minimal moving track would spin of...a flamethrower side hit would have the heat flow over the top of the compartment most likely... *closed armour strikes me as only at risk from a molotov, where liquid fuel can leak into close compartments, including that for the engine...to knock out a tank you need to climb onto it and throw your molotov through the open hatch...or stick the nozzle of your flamethrower through a vision slit...pretty certain a kamakaze act and so unlikely in the real world.
Conclusion: * flame weapons success should be driven by a too hit factor, not a warhead size * flame throwers should cause enormous suppression to hard armour (crews panic), and enormous damage to soft targets...on a successful hit *molotovs should cause various damage on a successful hard armour hit depending on location, but destruction on successful soft target hit.
Feel free to correct any of this is the real world proved differently.
How do the game mechanics compare? Flame throwers are way to successful on closed hard armour, poorly modelled for open topped hard armour, and well modelled for soft targets. Molotovs are acceptably modelled for all targets.
Suggested Solution Flame throwers should only be HE, with at best a HE chance of damaging hard armour...but in SPWAW bunkers are armour and they are the intended target for flame throwers...then there needs to be a bunker class weapon which are either a soft target for a flame thrower or, alternatively, against which the flame thrower has hard target warhead and penetration. Unfortunately, use of a warhead 8 HE flamethrower would probably wipe out the crew due to adjacent hex damage.
This would go far to get rid of the flame super weapon...something nice to see in CL.
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