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October 3rd, 2008, 06:26 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,998
Thanks: 491
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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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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
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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, 09:34 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,998
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Re: Transport for U.S. Patriot units.
Quote:
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 
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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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Sergeant
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Join Date: Feb 2007
Location: Kazakstan
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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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Captain
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Join Date: Jul 2005
Posts: 801
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by KraMax
Time of expansion/curling of complexes S-300 and S-400 = 5 minutes
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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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September 13th, 2009, 12:48 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by Mobhack
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.
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Just a note, saw it live this spring on a show, the evolution of a modernised Kub battery (reduced) took ca. 15 minutes, after that the missiles were able to track incoming Hinds, but hard to say how representative it was and whether the unmodernised system would be as fast as that.
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