Of Matters of Chem Warfare

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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sithlord_shag
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Of Matters of Chem Warfare

Post by sithlord_shag »

So I gather that the Chemical Artillery icon is just eye candy? Does it do anything? I'm assuming not because when you go into the equipment editor there is no equipment characteristic that is chemical.

However does anyone know what the smoke characteristic does other than the obvious?


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Curtis Lemay
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RE: Of Matters of Chem Warfare

Post by Curtis Lemay »

ORIGINAL: sithlord_shag

So I gather that the Chemical Artillery icon is just eye candy? Does it do anything?

It functions as artillery.
My TOAW web site:

Bob Cross's TOAW Site
sithlord_shag
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RE: Of Matters of Chem Warfare

Post by sithlord_shag »

So, its just ordinary artillery than. There is no chemical component because the chem is dealt with in the editor. Why is it in the game for? I can't see what you would use it for???
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Lobster
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RE: Of Matters of Chem Warfare

Post by Lobster »

Virtually all ordinance has a chemical component.

Germany had motorised decontamination battlalions equipped with rockets for offensive operations with 32cm flame (Flammöl) warheads and 28cm HE warheads to be used if there was no chemical warfare (Entgiftungs-Abteilung). Initially they were considered chemical units. These were not the same as the Nebelwerfer units. Eventually the decontamination label was done away with.
https://en.wikipedia.org/wiki/28/32_cm_ ... ally-fired.



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r6kunz
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RE: Of Matters of Chem Warfare

Post by r6kunz »

The US Army fielded thirty-two Chemical Mortar Battalions, each with 36 four-deuce (4.2) mortars. I believe the officers were in the Chemical Corps branch. In Ardennes 1944 I used the Chemical Corps symbol unit icon for these battalions. Pure eye-candy/historic flavor.
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r6kunz
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RE: Of Matters of Chem Warfare

Post by r6kunz »

whoops. Duplicate post...
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
sithlord_shag
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RE: Of Matters of Chem Warfare

Post by sithlord_shag »

Thanks for that, interesting stuff about the Germans.

Do we have any idea what the smoke unit characteristic does?

Bob, do you have info on what it does combat wise?
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rhinobones
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RE: Of Matters of Chem Warfare

Post by rhinobones »

ORIGINAL: sithlord_shag

Bob, do you have info on what it does combat wise?

Combat potential is dependent upon the unit TO&E. For most scenarios this means the number of tubes and shell weight. If you feel like doing some experimentation you might make a test scenario and play with nuclear attacks, pestilence events or shock in an attempt to model chemical effects.

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sithlord_shag
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RE: Of Matters of Chem Warfare

Post by sithlord_shag »

I had a search through some of the old threads....

Bob in this thread from 2008 you mention smoke here: https://www.matrixgames.com/forums/tm.asp?m=1750248

Is that still correct? You don't really know anything about the effect smoke has? I realise though you might have been talking about smoke though within the context of naval units.
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Curtis Lemay
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RE: Of Matters of Chem Warfare

Post by Curtis Lemay »

ORIGINAL: sithlord_shag

I had a search through some of the old threads....

Bob in this thread from 2008 you mention smoke here: https://www.matrixgames.com/forums/tm.asp?m=1750248

Is that still correct? You don't really know anything about the effect smoke has? I realise though you might have been talking about smoke though within the context of naval units.

Pretty sure it doesn't do anything. Norm may have had some plans for it that never were realized.

The only place I can find that it's used in the code is in my Equipment Editor.
My TOAW web site:

Bob Cross's TOAW Site
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