GloriousRuse
Posts: 906
Joined: 10/26/2013 Status: offline
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Tech Match-Ups to Watch For The cold war saw the birth of the term techno-tactical for a reason – increasingly specialized weapon systems could perform extraordinarily in the right situations against the right foes, but be rendered worse than useless by other circumstances. Appropriately, the match ups matter in RS. As an aside, RS focuses on being a quick and light command game, which means at times some of the tactical match ups fall under beer and pretzels verisimilitude to make a point at the expense of simulationist accuracy, often exacerbating perceived situational advantages. T-64 vs Chieftain Mk11. A battle of the last generation. The T-64 was a fine front line tank for it’s time, but by 1989 it is second class given western advances in optics, fire control, and protection. Despite several upgrade packages it struggles with a lack of thermals, poor acquisition on the move, accuracy fall off on the move and at range, and insufficient armor to survive under fire unless already in a defensive position. That said, it has the trademark 125mm cannon, and when it does hit only latest generation western MBTs can survive. In contrast, the Chieftain represents one of the last marks built of that class before the full transition to Challenger series tanks. It has excellent optics and a killing gun, as well as the full suite of fire control that would later be built into the Challenger; in terms of striking power, it is in many ways the same tank. Where the difference lies is in the armoring – even the late mark chieftain’s armor is hopelessly outclassed by soviet weapons. If it is hit, there is a fair chance it will die. Which all adds up to a simple tactical equation. Whoever is caught moving dies. Either western technology or soviet weight of fire will ensure hits, and no one can actually survive being hit. Defenders win, probably one sidedly. Meeting engagements destroy each other. Firefights are determined by range and weather. ATGM vs T64 The T-64, even with ERA, simply cannot stand up to Milan fire, and has to come within Milan range to hit back effectively. This is a one way death sentence unless the tanks can catch the missiles loaded up and moving (or, I suppose are willing to feed enough tanks into the grinder to run the Milans out of missiles - not the recommended approach). Adding to this, RS has rather substantially over-modeled ATGM RoF, Ph/Pk, and possibly ammo loads for sole purpose ATGMs, meaning single tube vehicles can effectively become anti-tank machineguns. One of those quirks to look out for, partially compensated for by their remarkable fragility to artillery fire. Tactically, once the Milans are in place they mean that for 2,000m around movement will be somewhere between expensive and force shattering. Aviation vs ADA A bit of an oddity here. The British Rapier missile did not perform very well in the Falklands, and there is ample data to confirm that. In game, that is also reflected in it’s generally mediocre performance against helicopters and fixed wing. While it can shield ground forces from hinds, it is generally not very lethal and requires several engagements. Engagements no player is going to give it, given its radar stays turned on all the time. It is close to worthless against fixed wing unless said planes fly down it’s throat. Soviet ADA never really got tested “properly” and it turns out their manufacturers claims were perhaps...shall we say…optimistic. RS gives them the benefit of the doubt and generally the soviet systems range from "good enough to render flying nearby a bad idea" to "if there is one anywhere on the field, anything that goes up in the air dies." So NATO's cherished airpower is going to probably not be an issue. Infantry vs AFV The British infantry absolutely murders anything in a vehicle in close terrain. Frankly, to the point of absurdity well beyond any sense of the sane. The LAW-80 is a fine light AT weapon in real life, though being a shoulder launched rocket using simple flip sights it's theoretical range of 500m is not entirely practical and the single charge warhead can have issues with ERA on heavier vehicles. And at a somewhat awkward 10kg of tube a piece, squads don't carry all that many of them. In RS, ignore that. The 500m range means they get to shoot one hex out. They will shoot while running. While retreating. While defending. While pulling themselves out of their burning vehicles. While under fire from heavy MGs, cannons, artillery, whatever. They will fire LAWs with precision that I would call laser guided but real laser guided ATGMs don't have the hit rate of these things. Every single infantrymen is Colour Sgt Rambo MacCleod of the Clan MacLeod, wielding dual LAWS akimbo and mowing down AFVs like mooks in an action movie until the ammo runs out - which will be awhile, because for something that weighs as much as a machinegun and is three feet long, it seems like every man is packing a couple on his back. Your only hope is to get infantry in close enough to kill them, even though this inevitably means every adjacent IFV and APC explodes to the LAW-storm, or kill them on the move and far away.
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