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				October 3rd, 2008, 10:41 AM
			
			
			
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 Lieutenant General |  | 
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				 Transport for U.S. Patriot Units. 
 Been playing since the SP days. Glad when WinSPMBT came out (and WinSPWW2.) Great Job guys! To my question, maybe I'm missing something but I can't seem to find any transport units to move my U.S. Patriot units. I know the game supports this as I've just finished a campaign as Dutch forces (present day) vs. Russia. As the Dutch you can buy the the Patriot units with or without transport. Thanks!
 FASTBOAT TOUGH
 USN/SS Ret.
 
                 Last edited by FASTBOAT TOUGH; September 14th, 2009 at 04:14 AM..
                    
                    
                        Reason: Poor Gramer!
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				October 3rd, 2008, 10:55 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Transport for U.S. Patriot units. 
 
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					Originally Posted by FASTBOAT TOUGH  Been playing since the SP days. Glad when WinSPMBT came out (and WinSPWW2.) Great Job guys! To my question, maybe I'm missing something but I can't seem to find any transport units to move my U.S. Patriot units. I know the game supports this as I've just finished a campaign as Dutch forces (present day) vs. Russia. As the Dutch you can buy the the Patriot units with or without transport. Thanks!
 FASTBOAT TOUGH
 USN/SS Ret.
 |  The TO&E forum is the correct place to ask equipment or or organisational questions. That is why the forum description reads "This forum is the place to post your modified OOB files, to find official fixes to WinSPMBT OOB data and to discuss them as well as equipment."
 
Heavy trucks can probably move them - try buying heavy truck units which will probably be in the misc menu. Ditto prime movers.
 
As to why does the Dutch OOB have mixed Area SAM/Transport formations units, well whoever edited the OOB some time in the past must have added such. Some OOBS may have them, others not. Default is to have area SAM without organic transport, just like for towed arty.
 
Cheers 
Andy
			
			
			
			
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				October 3rd, 2008, 01:18 PM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 I'm sure a heavy truck or prime mover would be able in game to load and carry them.  However, with the Patriot missile system its getting to be more gamey (ala the Tank Transporter) than realistic.  Not a problem per say, but something to think about. 
This isn't going to just pack up and go in less than 10 minutes:
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				October 3rd, 2008, 06:26 PM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 The game has no real concept of set up times so the patriot is probably best set up as an area SAM class which you need to go to the bother of doing a pick up and move.
 Similarly - the SA-6 system (for example) we allow as an SP-SAM, but the actual system set up if moved would be in the tens of minutes at least to hook up to the directors and radars that the game does not model either. In that case, the speed is deliberately reduced to make large displacements slower. (and the S-400 etc., will need that fix as well - they are currently rather high at 20 hexes ATM).
 
 Cheers
 Andy
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				October 3rd, 2008, 10:26 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Transport for U.S. Patriot units. 
 Good day, 
Area SAM's are an issue that you damned if you do and damned if you don't.   
Ideally they should be an Off Board asset but then being able to attack them would be an issue. On board unless the system is truly mobile I don't see why it should be movable except after it has shot it's salvo, and even then only to hide them. 
 
The point made above ref Patriot etc is quite valid in regards to the set up times. Patriot and other systems have no business in our battle-spaces unless things have gone terribly wrong.  A Patriot Bn is a 600man unit for those of you not aware.  
 
All this said, these systems do effect the air space over our battle-space, and need to be represented somehow. I'm assuming the Engine cannot handle these systems as off board.  Personally for their cost other AA assets are more useful due to their mobility.  IMHO
 
Bob out  |  
	
		
	
	
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				October 4th, 2008, 01:50 AM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 [quote=FASTBOAT TOUGH;642801]Thanks for the replys! I've tried using the various truck types in the past with no luck. Maybe a specialized hauler as shown by thatguy96 needs to be added? I'll "check myself" just to make sure there's no errors on my part though I've played this for years. I agree that except for shoulder, light vehicle or specialized mobile launchers (i.e. Chaperral) they should be treated like off map arty. I will say though the computer is very aggressive in trying to knock the Patriots out once spotted with determined air and arty attacks though in truth I do the same to protect my helos. Patriot units even with exprience might not shut down their FC radars in time when faced with the enemies "Wild Weasels". Shoot and Scoot isn't just for SP Arty or Tanks. If I'm being stupid or fiqure it out I'll let you know! Thanks Again All!!  [Exprience is not what happens to a man, it's what a man does with what happens to him.-Aldous Huxley]
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				October 4th, 2008, 09:34 AM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 
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					Originally Posted by PanzerBob  Good day, 
Area SAM's are an issue that you damned if you do and damned if you don't.   
Ideally they should be an Off Board asset but then being able to attack them would be an issue. On board unless the system is truly mobile I don't see why it should be movable except after it has shot it's salvo, and even then only to hide them. 
 
The point made above ref Patriot etc is quite valid in regards to the set up times. Patriot and other systems have no business in our battle-spaces unless things have gone terribly wrong.  A Patriot Bn is a 600man unit for those of you not aware.  
 
All this said, these systems do effect the air space over our battle-space, and need to be represented somehow. I'm assuming the Engine cannot handle these systems as off board.  Personally for their cost other AA assets are more useful due to their mobility.  IMHO
 
Bob out  |  Area SAM covers all towed equipments - to include Rapier, Aspide and so forth, which are definitely on map point-defence assets.
 
I am like you - I tend to use mobile AA assets since the AI is programmed (and a human opponent will!) treat them as high-priority targets if it has invested in aircraft.
 
But the option is there for the player to use them if desires, and they do have the advantage (the longer ranged ones) of being able to engage incoming aircraft off the map, and those firing ASM off map too. But a mobile SAM with range can do that too - so I would buy an SA-6 SP-SAM in preference to an SA-3 system, since it can trundle off somewhere else and set up a new position even if slowly.
 
When playing .uk, I do use towed rapier in overwatch (the SP land rover is a somewhat gamey unit IMHO).
 
Cheers 
Andy
			
			
			
			
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				October 5th, 2008, 02:33 AM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 Time of expansion/curling of complexes S-300 and S-400 = 5 minutes |  
	
		
	
	
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				October 5th, 2008, 03:34 PM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 
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					Originally Posted by KraMax  Time of expansion/curling of complexes S-300 and S-400 = 5 minutes |  I can believe the basic erection or collapsing of the system components might only take 5 minutes, but I guess I don't believe that that's all that's required for complete system operation.  I would think various connections, either physical or not would have to be made between the FCS and missile launchers, and that various formalities (system diagnostics, etc) would have to be performed before the system could be termed "operational."  The game doesn't really reflect any of this, so I maintain that moving these systems around in the "instant" game timeframe of loading and unloading and even with the 1-turn lag for firing them is sort of gamey.  Not a problem, since it is a game. |  
	
		
	
	
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				October 7th, 2008, 06:37 AM
			
			
			
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				 Re: Transport for U.S. Patriot units. 
 This time has been confirmed at some military exhibitions with real shooting by rockets.How much I remember in game 1 turn = 5 minutes. Or I am wrong?
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