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				Posted: Tue Aug 21, 2001 8:52 pm
				by Kharan
				Originally posted by Nikademus:
As for killing at a distance.   Only a very select few flame tanks have a 2 hex range.  In fact the only one that even comes to mind for me is the flame-Sherman.   But my Soviet OT tanks and the German tanks all have a one hex range.
I think it was acknowledged that the FT effect in the open is exaggarated. But have the ranges changed in v7 OOBs? AFAIK all FT's on halftracks and tanks (except few Soviet and Finnish OTs) in v6.1 have a 2 hex range.
Here's the scenario I did the test with.
[ August 21, 2001: Message edited by: Kharan ]</p>
 
			
					
				
				Posted: Tue Aug 21, 2001 9:31 pm
				by bradmbrown
				Here is what I do when confronted by a suprise flambe.
I walk a U.S. infantry squad into some woods and it gets barbecued... I say, "Holy Cow Batman!!" Then I call in as much arty on the flaming bugger as I can. If more of my units get roasted next turn or two, I say "Holy Cow!" some more and call some more atry in. Air strikes. Big guns from ships off shore.
I don't even need an electronic calculator do do this stuff, very unscientific.
If a whole platoon is broiled, I ask myself, "How can I avoid this happenning next time?"
Many REAL commanders, after having their commands destroyed were left no options except ONE...!
 
Thank goodness this is just a game! All I have to do is rack em up and try again.
			 
			
					
				
				Posted: Wed Aug 22, 2001 2:19 am
				by Kharan
				I tested the effectiveness of MG's with the same configuration as in the earlier tests and came up with an average of 2.2 kills per first time MG42 round. So FT's are 7 times as effective as high-caliber HE and 3 times as effective as MG's. Naturally, you have to be close to use them and there's counter-tactics to them, but I feel that's beside the point.
So to quote Stan from South Park:
"This is pretty f****d up right here."
Ps. I don't expect them to be changed. But I have to try anyway.