Smoke Screens

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: IronMikeGolf, Mad Russian, WildCatNL, cbelva, IronManBeta, CapnDarwin

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MOS96B2P
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Smoke Screens

Post by MOS96B2P »

In the game a US M109A2 155mm howitzer can drop smoke on up to three hexagons (5min apart). I've seen the smoke last for different amounts of time in the three hexagons. Example from current game: Hex#1 30 minutes, Hex#2 36 minutes and Hex#3 66 minutes. Any tips on using smoke screens and maybe getting them to last longer more consistently? Or is the amount of time any hexagon stays "smoked" just random and nothing a player can do about it?
IronMikeGolf
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RE: Smoke Screens

Post by IronMikeGolf »

Smoke, ICM, and FASCAM are all special artillery ammunition types. The number of missions is random and set at scenario load time. This means, if you save a game, the number of remaining missions is saved, too. These ammo types are not resupplied.

Smoke duration is randomized and every 5 minutes there is a check for dissipation of each smoke mission. Note, this is on a mission by mission basis, s if you shoot 2 smoke missions into a hex, both have to dissipate before the smoke clears.

All of this is a simplification and some abstraction that were conscious design choices for Red Storm.
Jeff
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MOS96B2P
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RE: Smoke Screens

Post by MOS96B2P »

ORIGINAL: IronMikeGolf

Smoke, ICM, and FASCAM are all special artillery ammunition types. The number of missions is random and set at scenario load time.

A clarification question on the number of artillery fire missions. If I understand - in one scenario a M109A1 155mm howitzer might be able to shoot three smoke missions (smoke three hexagons) but in a different scenario might be able to shoot five smoke missions?

Is there anyway to tell how many smoke missions, ICM etc. a artillery unit can shoot in a given scenario? I've looked in the subunit inspector but can't tell from that. Maybe it says somewhere else? I'm curious to know for pre-battle planning purposes. IMO its just useful to know if you can smoke six hexagons or ten. Thanks again.
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CapnDarwin
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RE: Smoke Screens

Post by CapnDarwin »

In Red Storm, special ammo runs out on a random chance so unfortunately having an idea to plan with is not that useful beyond you will get a couple. That has all been changed in the new game engine in beta now that has a much deeper ammo model and round tracking.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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MOS96B2P
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RE: Smoke Screens

Post by MOS96B2P »

Okay thanks.

I'm really looking forward to FC Southern Storm. Red Storm / Germany Reforged is already a great game with the OODA loop, limited orders, counter battery fire, the importance of HQs, etc. With the improvements announced for Southern Storm it will be even more realistic and interesting. Thanks for creating these great games.
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