Charles2222 -> (1/25/2002 10:02:00 PM)
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Oh dear, there's more than one of this thread. Well, I'll post my comments on the other thread here as well:I basically agree with Penetrator, if there's reduction in order. If they're in a regular sized squad, at least the flamethrower has a chance of getting used even after the unit has taken some losses, but if it's only a two-man or three-man separate unit, then fire can be too easily wiped out with little or no hope of distance retaliation. In the case of MGs, that's another matter, because the MGs weakness, if it has one, is at close quarters, so that it's not so easily wiped out once it's spotted at a distance. IOW, what you would have would be the thorough elimination of flamethrowers from the game, when put into small separate units, particularly with the new vulnerability for moving infantry units effective. In such a situation, I would predict for the most part you would see flamethrower mini-squads destroyed with the span of one turn, certainly, and probably just within the span of two AFVS firing on them. True, I may be a bit overdramatic, but I think having them off in some small squad would prove a lot more ineffective and useless than we tend to think. HMGs can still work pretty well since they have power of distance, but not so with flamers. It would be the same way things are when you spot the enemy HQ. The unit wouldn't stand a chance once you knew what it was (although at least the enemy HQ has 6 men). We all know engineers have them, so they will get some concentrated fire, but the net result would be something of a disregard for engineers, while a huge emphasis on eliminating the relatively defenseless mini-squads. Even if the mini-squads have a rifle or something similar to complement them, what's the effectiveness of the distance power of two rifles? Certainly not enough to have any real effect in their quick elimination at greater than 1 range.
I think they're better intrinsic to engineers, only perhaps a special heavy engineer squad could be created, which would never be available in greater quantities than one per platoon of regular engineers (or maybe two).
One last thing. I'm sorry if I'm getting SPWAW and SPWW2 mixed up here, but another bad thing about taking out flamers completely out of engineer units, is that a number of engineer units suffer for want of LMGs. They sacrifice LMGs to have flame. If you take away the flame, and some of them have no LMGs, aren't they actually about the weakest unit you have, which are only good for clearing mines? For units that don't have LMGs, this is even more profound a difference these days, because we know how the current small arms fire system makes rifles all but useless. Think about it.
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