Gun Transports

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

Post Reply
User avatar
Iron Knight
Posts: 216
Joined: Mon Dec 24, 2007 8:49 am

Gun Transports

Post by Iron Knight »

I'm still working on my random game mod (slowly, still trying to find work arounds on the tech system) and I've run across an odd unit idea.

Gun Transport; similar stats to a halftrack, but with prevents for artillary. Designed to represent halftrack mounted or supported weapons systems.

Would you use a unit like this? I don't know if the transport/prevent function is the best way to deal with these types of vehicles but I don't if they really need different SFT's either.
User avatar
Jeffrey H.
Posts: 3154
Joined: Fri Apr 13, 2007 6:39 pm
Location: San Diego, Ca.

RE: Gun Transports

Post by Jeffrey H. »

I could see a histrocial usage for something like this. Kind of like a tracked SPA but seperable ?
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
User avatar
Iron Knight
Posts: 216
Joined: Mon Dec 24, 2007 8:49 am

RE: Gun Transports

Post by Iron Knight »

Yeah, not too silly?
User avatar
Keunert
Posts: 885
Joined: Thu Sep 09, 2010 5:58 am
Contact:

RE: Gun Transports

Post by Keunert »

flak, antitank guns and artillery mounted on panzer chassis, with or without protection? would be great.
now i have to check after each battle if my motorised aa unit has enough trucks or apc left. that is a little unrealistic, a motorized unit losing it's speed because of the loss of a few trucks.
User avatar
Jeffrey H.
Posts: 3154
Joined: Fri Apr 13, 2007 6:39 pm
Location: San Diego, Ca.

RE: Gun Transports

Post by Jeffrey H. »

Not too silly, but in a random game, which is quasi historical, you'd have to make it advantagous to other forms of transport.

As it is, I think 1/2 tracks can tow guns.

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
Post Reply

Return to “Mods and Scenarios”