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Modern War Features - Printable Version

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Modern War Features - Dogovich - 03-13-2013

I wish Mr. Berto all the luck in the world on CS development. He's got a big task ahead of him. Took me ages to figure out the code.

Anyway, I asked Jason if I could give you guys info,on what we had already put into MW and since he said "yes", here it is:

Modern Battles Features


1. Fixed Wing Onboard Aircraft: As in the WW2 games, a number of fixed winged aircraft are available for use on the map. These aircraft have basically the same features as the ones available for WW2 but with the following differences:

Take note: No aircraft, whether fix-wing or helicopter, can be used to capture objectives.

a. Unless they are multi-engine bombers like the B-26, most of the new fixed wing aircraft are capable of performing multiple strikes over the course of the game. However, in order to account for limited fuel and ammunition, each time that an aircraft fires its weapons, there is a percentage chance that it will run out of ammo and will be unable to shoot for the rest of the game.

b. All fixed wing aircraft, with the exception of the Bird Dog recon plane and its relatives, are capable of entering hexes containing enemy troops. The same works in reverse, if a hex contains only fixed wing aircraft, troops from the other side can enter the hex containing them, as can enemy fixed wing aircraft.

c. Friendly troops cannot assault into hexes where fixed wing aircraft are located. Human controlled ground troops of any kind cannot assault fixed wing aircraft. However, due to limitations in the AI design, players should note that their fixed wing planes can be assaulted by AI controlled enemy ground forces.

d. Fixed Wing Gunships: These are converted cargo planes loaded with target acquisition systems and guns that are designed to operate at night against insurgent forces on the ground. As such, they either have sophisticated night vision systems or large supplies of parachute flares available allowing them to spot targets and engage targets at night. Also, due to their large supplies of ammunition and fuel, they are capable of staying on station for hours at a time and, like artillery units on the ground, can “resupply” themselves should they go into an unavailable status such as low ammo. This simulates not that they actually run out of ammo but are for some reason unavailable for missions. All fixed wing gunships have a built in night vision capability that allows them to potentially spot all enemy targets within a four hex radius of their position and fire upon it. Conversely, any artillery fires shot into the spotted enemy hexes lands as if there are spotters available to watch it, and the positions of the enemy troops are reported to any friendly troops on the ground. Since the gunships are “at altitude” they are considered to have a good unrestricted Line-of-Sight (LOS) to each of the spotted targets and can fire at them almost without restriction. However, the same does not apply to troops on the ground that are still subject to direct fire LOS restrictions.

e. Bird Dog Recon Aircraft: These are special recon aircraft similar to WW2 artillery spotter planes. The difference here is that in a counter-insurgency operation it is the job of the bird dogs to go out and find any enemy forces via “recon by enemy fire.” Bird Dogs fly above the tree tops trying to coax any enemy hiding in the jungle to fire at them and thus give away their positions. Despite the frail nature of their planes, they are still very difficult to shoot down. They can also be used as artillery spotters. Due to the special nature of their mission, they are actually treated more like helicopters than fixed wing aircraft, and therefore, any enemy unit that can fire at a helicopter can also fire at a bird dog. Also, bird dogs cannot enter hexes containing enemy ground or heliborne forces.

f. Daisy Cutter C-130 Bombers: BLU-82B/C-130 weapon system nicknamed “The Daisy Cutter” was a 15,000lb bomb designed to clear away jungle for helicopter landing zones (LZs) and fire bases. With its special mix of HE slurry, it was usually delivered via a modified C-130 cargo plane and detonated just above ground level to prevent any cratering effects. The Daisy Cutters in the game are a one shot weapon system that can be used to cut LZs in jungle, Swamp, or forest hexes. US Armed Forces doctrine does not provide for its deliberate use against enemy ground forces, but should any be in the hex where the Daisy Cutter is dropped they are immediately disrupted, can suffer substantial casualties, and/or drop in their morale levels. Any losses inflicted by the Daisy Cutters are not counted towards victory point levels. Also, any mines, trenches, bunkers, improved positions, and barriers located in the affected hex are cleared away and replaced by an LZ marker. Unlike eligible ground forces, the Daisy Cutter bomber can move and still conduct LZ clearing operations. To clear an LZ using the bomber, position it over the target hex and select Clear LZ from the unit menu. The LZ should appear the next friendly turn. The C-130 is a relatively slow aircraft whose approach can be spotted from a good distance, and so it can be justified that when an LZ clearing operation is initiated against a hex that any enemy forces present in the hex would have a good chance of getting clear. If they are stupid enough to stay, that’s their problem. Once the “bomb” is dropped, the bomber goes into “no ammo” status and is unavailable for further missions. Additionally, unlike other fixed wing aircraft, the Daisy Cutter Bomber is not a valid spotter.

g. Other than the Bird Dog spotter plane, the only ground units capable of firing at fixed winged aircraft are Surface-to-Air-Missiles (SAMs), and regular AA units.

2. Helicopters: Helicopters in the game act in a manner similar to high speed ground forces. This is because their tactical operating altitude is usually no more than about 100m above ground level. Because of this a far greater number of units are eligible to fire at them (mostly small arms equipped forces, SAMs, and AA weapons like the ZSU) and like the Bird Dogs they are not capable of entering enemy occupied hexes.

a. Rocket and Anti Tank Guided Missile (ATGM) helicopter gunships have a restriction similar to fixed wing fighter bombers in that they have a limited supply of ammunition on board. Therefore, any time that they fire their weapons, they face a percentage chance of running out of ammo and being unable to fire for the rest of the game. Additionally, these aircraft have a “pop up” capability, simulated by giving them indirect capability that allows them to engage eligible targets without exposing themselves to fire. Helicopter gunships possessing only “guns” are not subject to ammo problems and are not capable of pop-up attacks.

b. Many helicopters are capable of loading and off-loading troops. This capability comes in very handy especially during air insertion operations. However, with a few exceptions, helicopters are restricted from loading or unloading troops in jungle, forest, urban, and swamp hexes. The only exceptions are Special Ops rated helicopters that are capable of unloading troops into any hex except dense jungles. If an LZ is cleared in a restrictive hex, the helicopter can load or unload troops without any problems. This restriction reflects period tactics and doctrine that is still in use today.


c. Helicopters can fly over any type of terrain, mine fields, etc… without problem. However, they are generally incapable of launching assaults. They can also be damaged by indirect (artillery/mortar) fire.

d. Spec Op helicopters are small strength helo units used to offload SF, Ranger, and other small Special Forces teams into what would otherwise be restrictive terrain. For the US forces, they are largely represented by the Recon Helicopter platoon that is also used to carry Pathfinders to their objectives.

3. Landing Zones (LZs). An LZ clearing capability was added in order to allow helicopters to off load troops into highly restrictive terrain, and for the establishment of fire bases in the same. Clearing LZs is done in a manner similar to laying mine fields in that an eligible unit is moved to the target hex and the Clear LZ option is selected from the unit menu of the tool bar. Only paratrooper Pathfinders, engineers, and Daisy Cutter bombers can clear LZs. Except for the bomber, the eligible unit must be undisrupted, have a good ammo status, and have 100% of their activity allowance available. Once the clearing is initiated, it proceeds in a manner similar to digging in, where the unit remains in place attempting to clear the LZ each turn until it finally succeeds in doing so. Once the LZ is successfully cleared, an LZ marker is placed in the hex and eligible helicopter units can land and load/unload troops there, or indirect units like mortars and artillery can fire from there. Like mines, entrenchments, and engineering works, if no one is available to spot the LZ, it vanishes from sight until someone is available to see it. A suggested technique for clearing LZs is to load Pathfinders onto a Spec Ops capable Recon Helicopter, unload the Pathfinders into the hex to be cleared, and then use the pathfinders to establish an LZ.

4. Improvised Explosive Device (IED)/ Booby traps. IEDs are essentially explosive devices placed so as to harass and/or cause casualties to enemy forces. They are largely used by insurgent/irregular forces and Special Forces type units and can be highly effect. In CS they are represented by one shot level 3 mine fields that may or may not explode whenever a unit enters a hex containing one. Once activated, the IED goes away, and all forces in the affected hex are subject to normal mine induced casualty processing. IEDs can be placed either through the scenario editor or by IED capable units during a game. IEDs are placed in exactly the same way that mine capable units lay mines, i.e. through the selection of the Lay Mines/IED option from the unit menu. As with mines when the selection is made, there is a percentage chance that the IED placement will be successful. Once the IED is placed it has no friends and has a percentage chance of exploding whenever any unit/units enter the hex. Even mine clearing capable units can suffer damage from an IED. If a mine clearing unit does enter a hex without setting off the IED, it will successfully clear the IED by its next turn. When an IED is placed, like a mine, its location is marked by an IED counter or by a one sign mine field marker. Only one IED can be placed in a hex. IEDs cannot be placed in hexes containing mines, nor can mines be placed in hexes containing IEDs. Mine laying units are not eligible to set IEDs. Units eligible to emplace IEDs are most insurgent/terrorist units, Special Forces and Recon infantry, and VC LF Sappers. Placing an IED causes the unit to go into a low ammo status. Eligible units must have 100% of their activity points available, be undisrupted, and be in good ammo status.

5. Suicide Bombers and Car Bombs: These are represented by small units that possess huge assault attack values and which die as soon as they launch their attacks. In order to launch a suicide attack using an eligible unit, just select the unit and have it assault a hex full containing enemy forces. Once the assault is resolved, the suicide bomber/car bomb dies and all enemy forces in the hex are disrupted, are subject to possible morale reduction, and are also subject to normal assault casualty processing. Only one suicide bomber/car bomb can attack during a specified assault, and suicide assaults cannot be combined with regular assaults.

6. Surface to Air Missile (SAM) Units. SAMs are AA missiles used by ground forces to attack aircraft and helicopters. As such, a unit flagged as a SAM unit cannot fire at any unit other than a helicopter or a fixed wing aircraft. SAM units include any shoulder fired missiles such as Stingers, SA-7s, or also include large fixed site missiles like the SA-2, and/or the various vehicle borne units like the SA-9 Gaskin.




RE: Modern War Features - Kool Kat - 03-13-2013

Hey Wyatt: Smoke7

Many thanks for sharing with us some more MW detail! Helmet Smile

Just the referenced air power rules adds a significant layer of complexity to the game engine! I'm sure there are additional "special" unit capabilities in the various country OOBs.

My curiosity is certainly peaked by the various "unofficial MW reveals" and I eagerly await the finished product! Smile