About weapons/munitions' minimum range

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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GolasYH
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Joined: Thu Nov 18, 2021 4:58 am

About weapons/munitions' minimum range

Post by GolasYH »

As the picture shows, in AAR display there is an enemy NATO engineer unit that only use 4 charges in the previous battle, And it destroyed my 1 BRDM and 1 BMP-1.(especially the BMP is destroyed after several rounds of fight).
The ENG unit lost its truck in the first round of barrage and hasn't made any supply in the whole scenario. (I check the staff panel but forget to take printscreen) which means this infantry destroyed 2 armored vehicles. I think it's impossible in the real world for an engineer infantry(not to motion they even didn't use their 40mm HK-19 or Armbrust 300, which should be the better choice of weapon in such condition)
I think the question is: as FCSS based on HEX, 0-500 meters (one hex) can be the minimum range for some munitions, but we could never launch or throw a satchel charge for that distance. This caused the scene I think impossible (The same problem exists in Command modern operations too, the "minimum range" in its database is 1nm, so an infantry platoon could throw C4 and destroy a building 1 nm away)
As we can't change that FCSS is a hex mode game, should these kinds of munitions be limited to only be functional for non-movable targets in the same hex?
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CapnDarwin
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Re: About weapons/munitions' minimum range

Post by CapnDarwin »

We would need to see a save game to get a better idea of when and where the units attacked. The game considers units are spread out and even though they are in different hexes they still could be in range of short range weapons. If you have a save game, please post it and we will look closer at the attacks.

Thanks for posting the information.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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