Old Longy wrote:leopard wrote:Fun game, my thanks Col, Blockov's lot went home in their usual disgrace, after forgetting to bring ammunition (again) or so it seemed.
Was thinking swapping to a BMP-1 small unit and BMP-2 medium one (to get the LMG), wouldn't have made a blind bit of difference here though.
Wondering on the Mil-24D though, seems I either need two more to max them out or to leave them in the box, they are (in theory) my main anti-tank unit though so just dropping them is a problem..
decisions decisions...
I've come to the conclusion that HINDs are utter trash. Take the planes....
Even if you kill the AA, you will die to machine guns OR the 50 rockets coming your way in the NATO turn. Jet's don't have to put up with rockets or infantry fire, and are far better at killing NATO tanks. They only have to come on once to cripple a NATO tank unit.
To be honest I've not noticed much missile or MG fire during my opponents turn, they tend to fire all they can as reaction fire so unable to shoot it again in their own turn..
The ten points of them blatted a Chieftain before they all we shot down/chased off which is probably not too bad.
The Su-25 does look fun, its basically the same weapons load out though (so the ATGM is RoF:1) but they cost a bit more and are a lot less reliable..
"da plan" with the Mil-24D is to let them loiter off board for a few turns, not while the enemy AA is killed, to be honest thats not even a target, but to wait until the one turn it matters when everything lunges forwards and ideally swamps the enemy with targets, if they kill one tank I'm happy, two I'm very happy, then they die.
Issue tends to be the daft number of dice in AA fire thats coming back at anything, Su-25 and Mil-24D together to dilute that could work but its a lot of points (may try it anyway though)
Main problem with the darn things is they turn up, somehow survive the enemy AA fire, then their RoF:1 missiles all miss...