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 Post subject: Wargame RD: What would you change?
Unread postPosted: 18 Jan 2017, 19:25 
Lieutenant-Colonel
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I know a lot of people here play Wargame Red Dragon, and whilst a good game, there are several things which need tweaking, adding, or removing.

What would you change? New units, balance issues, new modes or features, anything you want.

What I'd change: (WIP)

US new units:
M103 HT: 120mm gun armed heavy tank. Fair armour, fair mobility, poor optics, fair range. 35pts
M103A2 HT: As above, but improved. 45pts
M113ACAV: as option for troop transport. 1 x 50cal, 2 x M60, 1 x 30cal (currently only a recon vehicle). 15pts
M113ACAV: as fire support vehicle and/or troop transport, as above, but with RR. 20 pts
M56 Scorpion: fire support vehicle with 90mm gun, no armour, good speed and mobility, decent optics. 40pts
M42 Duster SPAAG:
Sgt York SPAAG (prototype):
ACH-47A Chinook: 5x50cal, 2x20mm cannons, 2x19-Tube 2.75-inch rocket launchers, 1x40mm grenade launcher. 90pts
CH-47B 'Bomber: 2x M60D machine guns, 1x smoke and napalm bomb. 60pts

While the US have a good range of aircraft, unlike many nations, there are a few alternative choices and options. I essentially want the choice to be, slow and tough, fast and fragile, with affordable light role aircraft. I'd even consider light role aircraft being in a separate tab.

The versatile Skyraider, which can offer a slow, vulnerable, but hard hitting alternative for both low point and high point aircraft. These would be an alternative to the faster but softer Skyhawks, Intruders, and other such aircraft.

Skyraider: 4x20mm cannon, 4x 12.7mm twin gun pods, 6x250lb bombs. 40pts.
Skyraider: 4x20mm cannon, 5x250lb bombs, 10x Hydra rocket pods. 50pts
Skyraider: 4x20mm cannon, 6x250lb and 2x500lb bombs. 50pts
Skyraider: 4x20mm cannon, 4x Napalm and 2 x 500
Skyraider: 4x20mm cannon, 10x Hydra rockets, 5x FFAR rocket pods. 55pts
Skyraider: 4x20mm cannon and 10x250lb and 5x500lb bombs (flares for limited ECM). 80pts
Skyraider: 4x20mm cannon and 15x500lb bombs (improved flares for limited ECM). 110pts

An interesting prototype is the Skyfox trainer.

Skyfox (Prototype): 4xSidewinder, 2x250lb bombs, 2x500lb bombs. 90pts
Skyfox (Prototype): 4xSidewinder, 2xA2G missile. 90pts

More choices for a cheap, low/no ECM, but hard hitting bombers:

F105 Thunderchief:
A37 Dragonfly:

A friend and I discussed the possibility of adding some prop or turbo prop aircraft to the game, possibly in a stand alone CAS tab (more on that later). There are several suitable types of aircraft filling this roll for the US.

PA-48 Super Enforcer (Super Mustang)
O-2 Skymaster:
OV10A Bronco:
OV10D:
OV10D+ (Marine only):
OV10M: Tougher Bronco with improved ECM

Another unusual option would be to expand the Stealth capabilities.

Have Blue: As stealthy but otherwise less capable than the F-117, prototype unit, 1xPaveway. 130pts.
F117A: Improved F117. 180pts

UK new units:

Vulcan: 21x1000lb bombs, fair ECM, slow but agile and tough. 150pts
Vulcan Black Buck: 4x Shrike (long range) SEAD, good ECM. 140pts
Jet Provo
Hawk
Tuccano

Commonwealth: BAC Strikemaster


Germany new units:

OV10B
OV10B(Z)

Sweden:

Saab 105
J34 (Hawker Hunter Mk 4): 4x30mm cannon, 2x Sidewinder

ROK new units:

KAI KT-1 Woongbi: 2x gunpods. 30pts
KAI KT-1 Woongbi: 2x gunpods, 2x rocketpods. 45pts
KAI KT-1 Woongbi: 2x gunpods, 2x rocketpods, 2x sidewinder. 60pts
A37 Dragonfly variants:

Japan:
Fuji T1
Kawasaki T-4
Mitsubishi T-2
F-104

Poland new units:

PZL 130 Orlik: 6x100lb bombs. 30pts
PZL 130 Orlik: 2x500lb bombs. 45pts
PZL 130 Orlik: 2x500lb bombs, 4x250lb bombs. 60pts
Iskra

Yugoslavia:
Soko G-2

All factions:

GPMG, HMG, and light mortar teams: Defensive units deployed automatically with a FOB, as well as statically inside a command zone, or softskin vehicles or light helos. Nothing too powerful or game-breaking, but enough to mean that loan helo or SF unit has a harder time plinking FOBS and CVs.

Signals vehicle/building for new CAS and Off map asset tabs.



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 Post subject: Re: Wargame RD: What would you change?
Unread postPosted: 26 Jan 2017, 21:20 
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The ability to build field fortifications should absolutely be added or reflected in-game. Nothing too heavy duty, only things like foxholes/tank pits, but it could also apply to things like mortars and AA emplacements. Infantry should have the organic ability to dig entrenchments or fortify buildings w/sandbags. It wouldn't be too difficult to simulate this; there is a command button (where the "Move Fast" command is for vehicles; it is greyed out for infantry and so could be replaced by a "Fortify" command) and for every minute or 10 minutes after the command has been activated and the unit remains stationary, it gains a certain level of protection or resistance to enemy firepower (arty, mortars, planes, helos) and also makes it more difficult for enemy infantry to dislodge them.

For stationary mortars or AA emplacements, they could fill a card in the "Sup" tab; a truck or artillery tractor could be spawned in the deployment zone and told to drive to a certain spot and then be ordered to deploy its load (requiring a certain amount of time). These fixed assets would have a greater amount of ammunition (but *not* an unlimited amount) than their mobile counterparts and would also be resistant to HE artillery and impervious (or very resistant) to HEAT cluster arty. Also, the AA would be gun AA (40MM bofors or radar guided 76mm perhaps?) mainly useful against helicopters, since they would be resistant to HE rockets/autocannons and would be difficult for recon to detect.



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 Post subject: Re: Wargame RD: What would you change?
Unread postPosted: 27 Jan 2017, 12:47 
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Fortified units should also have a higher first shot/burst/salvo accuracy rate against all targets and should suffer less from stuns - except from artillery where it remains unchanged. Would be nice if infantry transports would 'dig in' too.

The immediate downside should be that it takes them 30 seconds to leave their positions and move.

If nothing else, I think command infantry, fire support, and AT teams should have this mechanic.



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