NUKES???

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TOCarroll
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NUKES???

Post by TOCarroll »

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How in the heck do you launch a nuke? I'm not a big fan of mushroom clouds, but I would like to know how to push the button, just for the heck of it. I wasplaying the Middle East 1973 Scenario as Isreal, and used my theater option to use nuklear weapons. Next turn, they were OK'd, and I had 4 nukes to use, according to the breifing.[:D]

Here's the rub....I can't find a single unit: air, artillery, rockets, whatever, that has a deployable nuke. I thought that it might take a turn or two for the bombs to actually bedelivered to the units, but 4 turns later, and a considerable reduction in territory and I still can't find a way to vaporize the bad guys.[:(] I went through the entire order of battle, and still don't have a clue wher the 4 nukes are, or how to launch them.

Help please. [&o]

Tom OC
"Ideological conviction will trump logistics, numbers, and firepower every time"
J. Stalin, 1936-1941...A. Hitler, 1933-1945. W. Churchill (very rarely, and usually in North Africa). F. D. Roosvelt (smart enough to let the generals run the war).
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golden delicious
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RE: NUKES???

Post by golden delicious »

Just ran the scenario and had no problem turning one corner of Syria into radioactive dust. So far as I can tell, the only units you have in the scenario which are capable of a proper atomic attack are the F-4 Phantom wings, 1st-5th Fighter Bomber.
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TOCarroll
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RE: NUKES???

Post by TOCarroll »

Thanks [:)]! I just wanted to know how it was done. Is there any way you can tell which units are nuclear equipped? I looked on the unit report for 1st-5th fighter-bombers (as well as all other likely units) and did not see anything like "NUCLEAR EQUIPPED". Maybe that is only with the "Classic TOAW" scenarios, but it would seem to be a nice thing to know prior to deployment.[;)]
 
Anyway, once again, gratsias...."we're not worthy, we're not worthy" [&o] (From the "Wayne's World" movies).
 
Pretty soon I will be able to defeat Luxumburg----but it'll be a tough fight.[>:]
 
Tom OC
 
 
"Ideological conviction will trump logistics, numbers, and firepower every time"
J. Stalin, 1936-1941...A. Hitler, 1933-1945. W. Churchill (very rarely, and usually in North Africa). F. D. Roosvelt (smart enough to let the generals run the war).
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golden delicious
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RE: NUKES???

Post by golden delicious »

ORIGINAL: TOCarroll

Thanks [:)]! I just wanted to know how it was done. Is there any way you can tell which units are nuclear equipped? I looked on the unit report for 1st-5th fighter-bombers (as well as all other likely units) and did not see anything like "NUCLEAR EQUIPPED". Maybe that is only with the "Classic TOAW" scenarios, but it would seem to be a nice thing to know prior to deployment.[;)]

What I did was go to the replacements screen and scroll down to the aircraft. I then checked each aircraft type which had some aircraft assigned (i.e., on map) to see which were nuclear-capable. You can then note down the ranges of these aircraft in hexes and go to the "Air Units" view. Find the units with the appropriate ranges and set about starting the Third World War.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
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Vic Rattlehead
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RE: NUKES???

Post by Vic Rattlehead »

Hmm....if im using standard rules(yes i know....noobtime), is using Nukes/Chemical not allowed(didnt see anything in rules about it) I ask this, because of what initial first post said about theater of ops. Another thing...I have been fiddling with the scenario editor, and i have set up many diff combinations with units vs units(wep system units in force editor) using units that have Nuke, or Chemical abilitys, and have not had 1 successful attack. For example: Last night i set up a Unit counter(using the chemical artillery counter) with 10 750 ssm's, and 10 500 ssm's......with a 10 kilometer map. I set up in the events to release Nukes for Force 1 on turn 1. After turn 1, I fired my artillery on a Tank Unit(5 T-72's, 10 Rifle, 1 Command) and NOTHING at all for over 30+ strikes. Last night in chat with devs, i was told that some units have high payloads, and some have low and might not have been able to launch. Soooo, how can i tell when setting up a unit, which ones actually will launch? unit,numbers,etc,etc....Also i did manage to launch a Nuke, using the editor to drop one, so mabey its ok in standard rules? Anyway it was set to a value of 15,000(which i assume means effect/radius) and it was set to drop on top of the tank unit on turn 4. Well on turn 4 BOOOOM, it dropped and made a crater around tank by 5 hexes roughly, and contaminated over  6-10 hexes. After 5 turns after, Tank was still there, minus some Rifle sqs. Just seemed weird that, a Nuke dropping RIGHT ON TOP of a Tank unit, didnt wipe it out, and only did a lil dmg overtime to Rifle sq.
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golden delicious
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RE: NUKES???

Post by golden delicious »

ORIGINAL: Vic Rattlehead

Hmm....if im using standard rules(yes i know....noobtime), is using Nukes/Chemical not allowed(didnt see anything in rules about it)

Chemical weapons just enhance the effectiveness of artillery and aircraft, so they'll work normally once you get a chemical weapons release. Nuclear-capable artillery will also get a bonus to their attacks once you get nuclear release. However, large warhead nuclear attacks might not be possible, as you select them from the attack menu which is disabled in Standard Rules.
For example: Last night i set up a Unit counter(using the chemical artillery counter) with 10 750 ssm's, and 10 500 ssm's......with a 10 kilometer map. I set up in the events to release Nukes for Force 1 on turn 1. After turn 1, I fired my artillery on a Tank Unit(5 T-72's, 10 Rifle, 1 Command) and NOTHING at all for over 30+ strikes.

Are you using "Standard Rules"? You need to run in Advanced rules and select the nuclear attack option.
Last night in chat with devs, i was told that some units have high payloads, and some have low and might not have been able to launch. Soooo, how can i tell when setting up a unit, which ones actually will launch?

Equipment with payloads of less than a certainl level (I'm not sure which level) will not be able to launch an atomic attack, but will just have a bonus added to their strength once a nuclear release is allowed. But I don't think this is the problem in this case.
 Anyway it was set to a value of 15,000(which i assume means effect/radius)

Each level corresponds to a yield. In this case, 60 Kilotons.
Just seemed weird that, a Nuke dropping RIGHT ON TOP of a Tank unit, didnt wipe it out, and only did a lil dmg overtime to Rifle sq.

Well, this wasn't a very big bomb. Some buildings in the vicinity of ground zero and Hiroshima and Nagasaki were left standing. The same could occur with tanks (as even at the smallest hex scale, they might be as much as 2km away from ground zero), especially if they have NBC protection.

If you dropped a megaton or multi-megaton warhead, you might see more decisive results.
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Vic Rattlehead
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RE: NUKES???

Post by Vic Rattlehead »

Ahhh...ok, so you pretty much answered my question then. Using standard rules eliminates the use of Chemicals/Nukes per units. God, that kinda sucks that you cant use units to launch Nukes with standard rules. Also, its kinda lame u cant use weather with standard rules....O well. You prolly are wondering why im using standard rules in the first place. Im fairly new to this game, and im still trying to understand supply/attacks/def/read/prof/etc,etc,etc. At least with standard rules, it lessens my worry's about supply...lol
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TOCarroll
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RE: NUKES???

Post by TOCarroll »

I have been having LOTS of fun with nukes (against the AI), in damn near any scenario that allows it (thanks to Golden Delicious for show me the true path....[&o]).

I have even had a yen to modify a full theatere WW2 scenario and nuke Berlin, or Moscow, London...you get the idea.[:D]

To get to the point: I have noticed that nukes come in various flavors (yields), and that the game allows the designer a good bit of leeway it assigning the size of a hex. So it has also happened to me......dropped a nuke right on the First SS Panzer Division, not realizing that that hex also contained a (much less protected) American POW camp [8|].

Even unsing the famed Norden Bombsight, there is a LOT a area in the hexesin some scenarios, and some targets are harder than others. The pollitical fallout was severe!

Seriously, I've hit airfields in Suez '73 and seen the damn planes survive, albiet a lot of outher units got smeared. Pity the attack was on a "neutral" (read "hasn't got caught helping yet") boarder, and had the Ruskies intervene, or my supply cut. The mushroom-cloud bad boys are a lot of fun (if you're a politician and at a safe distance). But they can be a heck of a 2-edged sword.[:(]

Thanks again to golden for clueing in a noob (me).[&o]
"Ideological conviction will trump logistics, numbers, and firepower every time"
J. Stalin, 1936-1941...A. Hitler, 1933-1945. W. Churchill (very rarely, and usually in North Africa). F. D. Roosvelt (smart enough to let the generals run the war).
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golden delicious
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RE: NUKES???

Post by golden delicious »

ORIGINAL: Vic Rattlehead

Ahhh...ok, so you pretty much answered my question then. Using standard rules eliminates the use of Chemicals/Nukes per units. God, that kinda sucks that you cant use units to launch Nukes with standard rules. Also, its kinda lame u cant use weather with standard rules....O well. You prolly are wondering why im using standard rules in the first place. Im fairly new to this game, and im still trying to understand supply/attacks/def/read/prof/etc,etc,etc. At least with standard rules, it lessens my worry's about supply...lol

Well, 99% of TOAW games won't involve nuclear weapons. So it's not too big a deal.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
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