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FASCAM/ICM Loadouts

Posted: Thu Mar 21, 2024 5:30 pm
by blackcloud6
I'm setting up a scenario where the US will need to have FASCAM, but I can't figure out how to have the M109s have that munition. How do I get them to have FASCAM or ICM?

Re: FASCAM/ICM Loadouts

Posted: Thu Mar 21, 2024 5:59 pm
by CapnDarwin
Thankfully, we will release the Content Generation Docs shortly, which will help answer these questions. Until then, select the arty unit in the ScenEdit, select the Munitions Allocation tab, and select the M109's gun. in the table of munitions, reduce the default HE load and then add FASCAM or ICM rounds.

Re: FASCAM/ICM Loadouts

Posted: Thu Mar 21, 2024 7:09 pm
by blackcloud6
Thanks, I now got it. I was looking in the subunit inspector menu but all had to do was look down to "Define Ammunition Loadouts" and click that.

This then brings up another question, how much FASCAM does it take to seed a hex? If I want a M109A2 battery to be able to seed one hex, what should I set the number of FASCAM rounds to be?

Re: FASCAM/ICM Loadouts

Posted: Thu Mar 21, 2024 9:15 pm
by CapnDarwin
Set all rounds FASCAM for the guns if you want a minefield.

Re: FASCAM/ICM Loadouts

Posted: Fri Mar 22, 2024 12:48 am
by blackcloud6
CapnDarwin wrote: Thu Mar 21, 2024 9:15 pm Set all rounds FASCAM for the guns if you want a minefield.
Roger!

Re: FASCAM/ICM Loadouts

Posted: Thu Apr 04, 2024 2:55 am
by IronMikeGolf
Not looking at code on this. Doing the US Campaign this week, the player had loadout of 16 rds of FASCAM per tube. So 96 rds per battery.

Dumping those in one hex made the lead unit pause long enough to get strongly whacked. Follow-on units paused, too. Big nut roll as the adjacent hexes were slow-go. So, if you have a choke point, that's enough. I don't know if the round count matches reality. Need a gun bunny type like Mike J to weigh in.