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Old July 25th, 2005, 01:53 AM

Uncle_Joe Uncle_Joe is offline
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Default Re: A helo / atgm bug

I think at long ranges, it should be possible to OP fire at a unit firing an ATGM before the missile resolves. In fact, wasnt that the doctrine that the Israelis developed in '73 after their initial shock by the Egyptian ATGMs? IIRC, it was kind of an overwatch were one tank section covered while the other moved. If an ATGM was launched, the cover section would pour fire onto the launch position to try and kill/suppress or simply throw off the aim of the firer.

Something like that would be great to see. Also, I'd like to see a penalty applied to ATGM fire when a target is only glimpsed. Often if you are are 2000m or so and you break cover for just one hex, you can be zapped by ATGMs. In reality, it takes time for the missile to travel that distance (especially for the older models). If you could make it back into cover quickly enough, you should be able to avoid the missile. Obviously coding that exact sequence in the game would be impossible due to the way OP fire works and the turn structure. But instead, I'd like to see some sort of accuracy penalty applied vs moving targets at long range to simulate this effect. I just see too many 95%+ chances to hit from ATGMs at extreme range with no ability to dodge, return fire, or otherwise counter the incoming missile.

Anyways, that went a little OT I suppose, but at least it was ATGM related!
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