Wargame: Airland Dragon

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Sireyn
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Wargame: Airland Dragon

Postby Sireyn » Mon 4 Jul 2016 08:20

--------------Latest Version: December 2, 2017
Download: https://drive.google.com/open?id=0B31b3sRWJAeielh3RlhVZVplN0U
Extract contents of download into your base Wargame folder (\Steam\SteamApps\common\Wargame Red Dragon)


(Three files are replaced. Consider making backups)
NDF_Win: ...\Wargame Red Dragon\Data\WARGAME\PC\510064564
ZZ_Win : ...\WARGAME\PC\510061340\510064564
Interface ZZ_Win : ...\WARGAME\PC\430000564\430000574


Google Sheet : https://docs.google.com/spreadsheets/d/ ... sp=sharing



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This is an ongoing personal project that started as an attempt to bring back the fun of Wargame:ALB's combat while incorporating the newer systems in Red Dragon. A couple years and several overhauled systems later the scope has far exceeded the original intent, but I'm extremely happy with how it turned out.+

This was designed primarily with Coop PvE in mind with considerations towards the campaign, focusing on "believability" as opposed to "realism". Gameplay takes priority though it should still feel authentic.

I'm always looking for cool ideas and feedback, even if you don't plan on using a mod like this

--------------A Few Highlights
- (All) Unit Availability and Pricing Rebalance (see below)
- (All) ATGM Rebalance (see below)
- (All) Anti-Air and SEAD Rebalance (see below)
- (All) Infantry/SF size and ammo Adjustments (see below)
- (USA) Added A-10 Rocket Pods
- (USA) A-7E Corsair II loadout changed to two AGM-62 Walleye II's
- (USA) F-16A loadout changed to six 227kg iron bombs
- (USA) Added F/A-18E Superhornet as air superiority for Marines
- (USA) Added .50cal for Avenger
- (USA) Added US Airborne infantry
- (W. Germany) Added Gebirgsjager as shock recon infantry
- (W. Germany) Added Jaguar 2 TOW-2
- (W. Germany) Leopard 1A1 Recon adjusted to Leopard 1A4 standard
- (Sweden) Hemvarnsmen loadout changed to AK4, M203, and Kg M/37
- (Sweden) Added Prickskytte Spanare sniper team with Ag 90 (Barrett .50cal)
- (Israel) Merkava Mortars
- (Israel) Added AMX-13/90 NIMDA
- (Israel) Air unit names appended with Identifier (Ra'am becomes F-15I Ra'am)

- (All) T-55 recons adjusted to T-55A standard (except North Korea, for now)
- (USSR) Added BRM-3K Rys
- (USSR) Tank lines reworked: USSR now has two armored deck types focusing on T-72's or T-64/T-80
- (USSR) Added Buk M1-2
- (USSR) Added Strela-10M4
- (USSR) Added Granatometa Pekhota AGL Infantry
- (USSR) Gornostrelki properly adjusted to represent mountainized VDV's. (BTR-D's and shock)
- (USSR) Added AGL to BMD-3
- (USSR) KA-50 Iglas replaced with S-80 rocket pods
- (USSR) Fixed inconsistent armor values on tanks with ERA
- (E. Germany) Added T-90S
- (E. Germany) Added BTR-80A
- (Finland) F-18C replaced with Mig-25PDS
- (Finland) Mig-29 loadout changed to 2x R77 and 2x R-27R
- (Yugoslavia) Bumbar ATGM replaced with Drug-M



--------------Core Changes

Tank Availability
Spoiler : :
Goals
- Encourage large scale battles, using formations instead of single units
- Properly balance tank pricing and deployment numbers, maintaining asymmetrical balance as often as possible
- Reassess each nation's tank selection for Gameplay and Realism, in that order

Changes
1. Tank availability has been generally increased, though availability bonuses during deck creation are removed
2. Tank cards are available in multiples of their doctrinal platoon sizes
3. Removed or rerolled many obsolete tanks as fire support units in the Vehicle tab
4. Updated ammunition for many tanks depending on gameplay concerns
5. Smoke ammo added to guns of fire support units that are not meant to fight tanks (Scorpion, V-150, etc)

This is the core of the mod and still very much ongoing. Here's an example from my spreadsheet to get an idea.

Image


Anti-Air
Spoiler : :
Goals
- Deter proliferation of air power and reduce micro-intensity of maintaining a useful AA net
- Achieve a healthy compromise between Eugen's abstracted system and realistic map-wide radar coverage
- Allow AAA to adequately perform a secondary role of fire support without marginalizing IFV's
- Reduce general effectiveness of MANPADS against aircraft without limiting anti-helo capabilities

Changes
1. Radar Missile AA and SEAD range increased proportionally to a maximum 7km range
2. AA cannon ground range increased based on caliber, generally less than IFV autocannons
3. MANPADS missile HE set to no more than 4 (MI-24 hitpoints reduced to 8)

Image


ATGM's
Spoiler : :
Goals
- Represent ATGM's on the battlefield in its intended role as a tank killer without exaggerating their capabilities
- Add granularity to existing ATGM mechanics using a technological basis

Changes
1. Noise has been significantly decreased, generally slightly quieter than autocannons. (Helo missile noise is not modified)
2. Critical chance has been dramatically increased, as high as 84%
3. Accuracy has been somewhat increased, usually 5-10%

ATGM dynamics have been vastly improved taking into account unique technological characteristics of individual missiles. I'm extremely satisfied with the result in gameplay.

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Infantry Size
Spoiler : :
Goals
- Increase survivability of small teams
- Reduce the "clown car" effect with some transport units
- Reduce apparent number of SF members on the battlefield

Changes
1. Infantry size bonus, number of men, and ammo count adjusted according to a set of rules I created.
Image


WIP : Ground Unit Speeds
Spoiler : :
Goals
- Strongly distinguish the differences between tracked and wheeled vehicles
- Reduce the "convoy" effect of tanks when fast-moving
- Add strategic variety to unit selection, pronouncing the benefits of speed (Air Assault > Wheels > Tracks)

Changes
1. Tracked vehicles road speed set to +10km/h over off-road speed
2. "Autonomy" was replaced with "Mean Time Between Maintenance". Ground units will be able to go twice as long before refueling.
CONCEPT: Set realistic speeds for each unit

Because of the way the routing system works, the closer road speeds are to off-road speeds the more often a unit will off-road. This results in units spreading out when fast-moving if there isn't a direct road route, which is far more visually appealing, tactically sound, and enemy AI even become a little less predictable.
A drawback is that the fuel system in the game is based on time, not distance, so faster units are more fuel efficient. I've decided to replace "Autonomy" with "Mean Time Between Maintenance", which considers any kind of non-combat related maintenance, to justify doubling ground unit autonomies.

Vasily Krysov wrote:We want this:
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over this
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CONCEPT : Artillery
Rework of artillery
Spoiler : :
Goals
- Reassess artillery to fit strongly into distinctive roles through firing pattern, cost, and supply consumption (Each unit should be a specific tool for a specific problem, not a set of linear upgrades)
- Balance for use of batteries of artillery instead of one or two units
- Use a technological basis for denoting unit characteristics


CONCEPT : Tank Cannons
Rescaling of aim time, accuracy, and stabilization
Spoiler : :
Goals
- Create long range and short range weapons for tanks, just like infantry rifles
- Use a technological basis for assigning tanks an aim time, accuracy, and stabilizer value


--------------Minor Changes

- Game Settings
Spoiler : :
  • 10v10 Maps Unlocked for created lobbies
  • AP damage scales by one per 227.5m, resulting in +10 AP at point blank for 2275m range guns
  • Helos have a takeoff and landing time of a few seconds each
  • FOB supply capacity to 40k and hitpoints set to 50
  • WIP: AI stats adjusted for attacking in small waves, instead of one big opening wave


- Command Unit Repricing
Every command unit has had its price reassessed based on a set of rules I created.
Spoiler : :
Image


- Camera Freedom
Ability to zoom in close to the ground, close to units, and look upwards a high degree
Spoiler : :
Image
Image


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--------------Nation Specific Changes
Not intended to be a comprehensive changelog, only highlights. Its been two years since I started this project and I can't remember what vanilla stats are nowadays.

USA
Spoiler : :
Overview
US in vanilla Wargame felt very stale. Many units were intentionally left outdated while others seemingly tried to compensate with powerful superweapons with controversial effects on gameplay. The focus of my attention here is to rework the infantry, armor, and air tabs, removing or updating units to distinguish each unit's role, represent national doctrine, and remove the clutter.

Changes
+ Added US Airborne and US Airborne '90...(air assault with good AT weapons)
- Removed Light Riflemen and Light Riflemen '90
+ Added Mountaineers ...(15-hitpoint regulars with Super Dragons)
+ Updated Delta Force...(M4A1, M203, and suppressed SR-25)
+ Updated Cav Scouts...(AAWS-M instead of Super Dragon. Ford-Aerospace pre-Javelin.
+ Added LAV-25 transport to US Marine '90's

+ M1097 Avenger given M3P .50cal
+ Added M270 MLRS with HE rockets

+ Rerolled AH-6C Little Bird as good optics recon helo
+ M113 ACAV had one machinegun replaced with the M40 106mm recoilless rifle
+ M1025 humvees (Mk19 and minigun recons) set as recon infantry transports

+ Added CMD M1A1 Abrams
+ Updated M1 Abrams to M1IP standard (15 armor, 15 ap)
- Removed M1IP Abrams
+ M60A1 AOS and RISE : Armor standardized to 10/5/2/2
+ M60A3 : 1979 standard; 13 pen, 2275 range, 55/30 accuracy
+ M60A3 (TTS) : 1983 standard; 15 pen, 2275 range, 60/40 accuracy
+ M60A1 ERA : 65 points, 16 pen, 2100 range, 50/25 accuracy
+ M1 Abrams : 2275 range, 60/50 accuracy
+ MBT-70 ap to 15
+ M60A2E1 and E2 given Shillelagh-C
+ M48A5 USMC and M60A1 USMC moved to vehicle tab as fire support vehicles

+ A-10 given Hydra rocket pods no rocket pod model unfortunately
+ A7E Corsair II rerolled with 2x AGM-62 Walleyes and 2x AIM-9 instead of napalm bombs
+ F-16A rerolled to iron bomber with 6x 227kg Mk82's
+ F/A-18A rerolled to iron bomber with 2x 1000kg Mk84's
+ Added F/A-18E Super Hornet as a Marine air superiority fighter


France
Spoiler : :
Overview
France has one of the strongest motorized decks in the game, however it suffered due to the meta game of armored/mechanized pushes. While I don't believe I can resolve this entirely, I did make some small changes for balance and consistency. Combined with by ATGM changes, I find them usable again.

Changes
+ Tank pricing was looked on favorably due to the lack of stabilizers and armor
+ Marines standardized to 15 hitpoints, like all other marines
+ AMX-10RC SB rerolled as a good optics recon
+ AMX-13/90 rerolled as cavalry tank
- Removed AMX-30

+ ERC-90 rate of fire and accuracy increased
+ AMX-10 variants rate of fire and accuracy increased


Germany
Spoiler : :
Overview
Germany has one of the strongest mechanized decks in the game but still felt very incomplete on its own. Many units were holdovers all the way back to European Escalation and several were never updated to the Red Dragon timeframe. My goal was to fill in some of the gaps and relieve the disparity between German unit selection and more recent national additions.

Changes
+ Armbrust added as replacement for RL-100 Blindcide...(stats are slightly better than M72 LAW)

+ Jager, Heimatshutzen, BGS, and Fernspaher are reequipped with Armbrust
+ Jager price reduced to 10 pts
+ Panzergrenadier and Panzergrenadier '90 training reduced to regular and price reduced by 5 pts
+ Added Gebirgsjager...(shock recon with PzF44 and I.MG3)

- M48A2G removed
+ M48A2G2 moved to vehicle tab as fire support
+ KPz 70 Keiler ap increased to 16

+ German Roland 2 set as non-radar
+ Added FRR Roland 2

+ PAH-2 Tigre fitted with Hot-3 missiles

- Raketenjagdpanzer 1 removed
+ Jaguar 2 Tow-2 added

+ Alpha Jet A refitted with long range CRV7 rocket pods


Blue Minors
Spoiler : :
Overview
Most individual nation's changes are too short for their own section so the highlights are compiled here. All nations follow a similar pattern- Unstabilized obsolete MBT's removed or moved to vehicle tab, units repriced, a loadout change here and there, all small steps to making the game a little better.

United Kingdom
- UK 120mm HE (HESH/HEP) power reduced to 3
+ Added CMD Challenger 1 Mk.1
+ Challenger 1 Mk.3 added to mechanized
- Removed Chieftain Mk.2

Sweden
+ Strv 121 given Lahat
+ Hemvarnsman loadout changed...(AK4, M203, and Kg M/37)
+ Added Prickskytte Spanare (Sniper recon with Barrett M82)...(AK4, Ag 90)

South Korea
I gave South Korean tanks the best possible ammo for their timeframes. This is a consideration towards the campaign and gives them the flavor of good firepower on less optimal chassis.

+ M48A5K ap to 15
+ K1 ap to 17
+ K1A1 added to mechanized

Israel
I find Israel to be an exceptionally interesting mix of equipment but I feel like Eugen made some questionable balance decisions and missed a few opportunities.

+ Helicopters and aircraft renamed with equipment identifiers...("Peten" becomes "AH-64A Peten", "Ra'am" becomes "F-15I Ra'am")
+ Merkavas have access to their 60mm C-06 mortars...(HE has issues firing without LOS. Smoke works fine.)
+ Added AMX-13 Nimda
+ Tiran-5 Blazer moved to tank tab
+ Machbet radar removed and range decreased


USSR
Spoiler : :
New Units
- T-72B1K (command tank)
- T-55AK (command tank)
- Granatometa Pekhota (AGS-17 infantry)
- Gornostrelki made shock and given BTR-D transports (represents mountainized VDV)
- 9K37 Buk-M1-2 (Buk-M1 with extended range)
- MT-LB Strela-10M4 (Copy of Yugo M90 Sava)
- T-72AV (1985 update with Kontact-1)
- BRM-3K Rys (exceptional optics recon)
- BRDM-3 set as recon infantry transport

Reworked Tank Lines
T-72 : T-72 Ural, T-72A, T-72AV, T-72B1, T-72B, T-72BM, T-72BU
T-80 : T-80B, T-80BV, T-80A, T-80U, T-80UM

Unit Specifics
- All T-72B's have ERA reflected in their stats and model
- T-72BM model changed to T-72BU's
- A variety of tanks did not have consistent side, rear, and top armor values
  • T-80U and T-80UM : +2 Side Armor, +1 Rear and Top Armor
  • T-64BV and T-64BV1 : +1 Top Armor
- T-72BU given Refleks Missile
- VDV '85 given RPG-26
- Spetznaz GRU given AKS-74U and RPG-27 to compliment Dragunov SVD
- Spetznaz VMF given AS Val and RPG-26 to compliment VSS Vintorez
- BMD-3 given AGS-17
- KA-50 given S-80 rocket pods instead of Iglas


Still working on updating this page. Sometimes it seems to take a longer time to update this page than to mod the game.

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--------------Plausible Ideas
- Recon Aircraft
- Air transportable light vehicles
- New units (Sprut-SD, LAV-AD, Bradley Linebacker, etc...)
- Coaxial MG's
- ECM pod weapon
- Infantry smoke grenades
- Split AA vehicle weapons into radar/nonradar capability

- UK/Netherlands coalition
- ANZAC into Blue Dragon coalition

--------------A Few Interesting References, for those who may be interested
Spoiler : :
Doctrine
CIA Analysis on anti-armor capabilities : https://www.cia.gov/library/readingroom/docs/DOC_0001066239.pdf
Snippet regarding Mechanized Doctrine : https://books.google.com/books?id=KAk9d2GCFOwC&printsec=frontcover#v=onepage&q&f=false
Soviet Troops, Organization, and Equipment : https://fas.org/irp/doddir/army/fm100-2-3.pdf
North Korean Military Doctrine : http://www.faoa.org/resources/Documents/NorthKoreanMilitaryTactics.pdf
North Korean Order of Battle : https://fas.org/nuke/guide/dprk/agency/kpa-guide/part01.htm
Problems with Higher Caliber Tank Guns : http://z4.invisionfree.com/NSDraftroom/ar/t1482.htm


Weapons and Ammunition
AAWS-M : http://www.armyrecognition.com/forum/vi ... .php?t=551
Swedish Missiles : http://www.robotmuseum.se/Mappar/0E/Robothistorik/13_Summary/ARM_sammanst.htm
Russian 2A46 Munitions : https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww.kotsch88.de%2Fm_125_mm_d-81.htm
9K119 Refleks : https://translate.google.com/translate?sl=de&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.kotsch88.de%2Ff_9k119.htm&edit-text=&act=url

Armor
Leopard 2 Armor Analysis : http://btvt.narod.ru/raznoe/leopard2/Leo2a4.htm
Early M1 Abrams Composites : http://below-the-turret-ring.blogspot.ca/2017/01/early-m1-abrams-composite-armor.html
Russian Composites : https://translate.google.com/translate?sl=ru&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fbtvt.narod.ru%2F4%2Farmor.htm&edit-text=&act=url
Polish ERA : http://btvt.narod.ru/raznoe/erawa/ERAWA.htm

Vehicles
Inside and Outside M60's : http://afvdb.50megs.com/usa/pics/m60.html
M113A3 : http://www.combatreform.org/contingencym113a3gavins.htm
T-90 vs Abrams : https://translate.google.com/translate?sl=ru&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fbtvt.narod.ru%2F4%2Ft-90vsabrams.htm&edit-text=&act=url
T-62 Variants : https://thesovietarmourblog.blogspot.my/2015/12/t-62.html
T-72 Variants : http://www.kampfpanzer.de/vehicles/t-72
T-72 Variants : https://thesovietarmourblog.blogspot.com/2015/05/t-72-soviet-progeny.html
T-80 Variants : https://thesovietarmourblog.blogspot.com/2016/02/t-80-gambol.html

Useful for Cross-Referencing
Huge Equipment PDF : https://rsadf.gov.sa/Pub/Articles_10.pdf
Another Equipment Compilation : http://weaponsystems.net/menu/menu.html


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This is still being worked on regularly. Please comment with any ideas or constructive feedback. Thanks to the community for providing so many awesome guides and tools!
Last edited by Sireyn on Sat 2 Dec 2017 19:59, edited 28 times in total.

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molnibalage
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Re: Wargame: Airland Dragon

Postby molnibalage » Mon 4 Jul 2016 11:10

If you think seriously this I recommend the followings:

  • Cut back all gun ranges with one increment to give real role of ATGM on battlefield and modeling the RL ACC of guns. The current CTH from a moving tank against a moving target is simply funny. In RL the CTH in case is theoretical.
  • Set different aim time and dispersion to older arty to give them real role. Is no good reason why has almost one scale better dispersion between an M109 and K9 Tunder or CEASAR. Top tier arty should have 10 sec aim time, M109A3 AUX F1 and similar A/B cat arty 15 sec and all 105/122/152/203 mm arty should have 18-20 sec. The dispersion of any arty should not be higher than ~7 km and maybe even top tier arty should not have better dispersion what currently Msta has. Rocket arty aim time shold be 10-20 sec

Sadly because of decks system and veterancy you cannot bring back soo many things from WG:ALB which was better. The easiest thing what you can do currently is playing era games, only problem most of players do not play era games. Ever...

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Mon 4 Jul 2016 11:45

Thanks for the reply!

You may find ATGM's are far more usable. Above all, their noise was reduced so they can fire from cover without getting instantly spotted. Their critical chance is very high so they tend to disable optics, tracks. etc even with old missiles. Due to map compression I think the current gun and atgm ranges are the best balance. The next step would be to increase tank aim times and decrease stabilized accuracy.

Here is about the limit of their stealth against medium optics
Image

Set different aim time and dispersion to older arty to give them real role...

I generally agree with you. I just don't want to start setting values arbitrarily. I want some sort of technological basis to assign values to aim time, reload speed, and dispersion. For instance, according to my knowledge, most older Russian artillery relied on its commander to receive fire control inputs, as opposed to modern batteries with built-in computers in every vehicle.

- A Gvozdika might have a very fast reload, moderate aim time, and cheap ammo but dispersion increases dramatically with range.
- An Msta might have a moderate reload, fast aim time, moderate ammo cost, and dispersion stays mostly the same across its entire range.

I want to take into account the minimum size of a barrage to be effective, the supply cost of an effective barrage, and the investment cost of getting a usable sized battery on the map.

Sadly because of decks system and veterancy you cannot bring back soo many things from WG:ALB which was better.

The deck system is simple enough to modify. You can add and remove nations from coalitions and define valid deck types. I even removed "Armored" as an option for France since it became redundant with "Mechanized". Generally, stat-wise, if you can imagine it you can do it. I suppose it would even be possible to make everything identical to ALB, though that's not my intention.
Last edited by Sireyn on Fri 7 Jul 2017 05:20, edited 1 time in total.

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molnibalage
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Re: Wargame: Airland Dragon

Postby molnibalage » Mon 4 Jul 2016 12:02

If you set much higer range for HAWK, Kub, Buk, Neva and other SAMs you should consider restrict their avail and also their price.

I have to say it would be great to have such decks system where generally you get much closer to RL ratio between air/helo/land/AAA units. It is insane that a player can use so many combat helos what a full division has for support while has only 2-3 APC and 2-3 tanks which are defeneded by two SAM/AAA which is half or a whole regiment AAA/SAM defense...

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Re: Wargame: Airland Dragon

Postby Oddball » Fri 1 Dec 2017 17:53

I reinstalled the game just to give this mod a try. I like it.

If I might ask, though, why is favor always given to the M60A1 ERA over the M60A3 in terms of ammunition availability/fire control? The M60A3 TTS (the majority of the M60A3s produced) incorporated a ballistic computer which the A1 never received, including after the RISE update.

While the M60A1 (Rise) (Passive) (which is what I assume the M60A1 ERA is supposed to represent) should be better armored by virtue of its application of ERA tiles, the A3 should be in the same range bracket as the A1 ERA while having the same ammunition and superior accuracy.

I know it's a really little thing, but it's just been setting off my OCD since 2014, and no mods have really addressed this. I'm not asking for the M60 line to be buffed, just for stats to be switched at most.

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Re: Wargame: Airland Dragon

Postby Sireyn » Sat 2 Dec 2017 02:18

I think the M60A1 ERA was an artificial balancing decision by Eugen, and one I haven't looked into closely from a technical standpoint. If you know of any references I could look at to compare M60 models, I'd be happy to adjust the lineup.

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Re: Wargame: Airland Dragon

Postby Oddball » Sat 2 Dec 2017 02:51

Awkwardly, most of my sources on the matter are literary and I don't want to just throw a wikipedia link at you. I'll try to find some comprehensive information on the internet.

By no means would I want you to release a whole new version just for this silly change. I was just wondering if there was a reason or, perhaps, something that I didn't know that was leading to Eugen and every modder to assume the ERA/RISE passive was a more up-to-date vehicle.

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Sat 2 Dec 2017 04:04

My only guess is that it was used by Marines in Desert Storm, so it was subject to hasty upgrades while the older M60A3's were replaced by Abrams.

If you come across any good references then these are exactly the kind of changes I like to make. I have a side hobby of collecting technical and doctrinal resources.

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Re: Wargame: Airland Dragon

Postby Oddball » Sat 2 Dec 2017 04:10

I was not able to find any reputable online sources that look any more professional than Wikipedia. So when I get home in a few hours, I'll just post a selection of pages out of R.P. Hunnicutt's book on the subject regarding A1 and A3 upgrades, life extension programs, etc.

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Re: Wargame: Airland Dragon

Postby Oddball » Sat 2 Dec 2017 07:50

Evidently I can only attach three files, unless I'm doing this incorrectly. All pages missing from the order are either pages with nothing but pictures, or about the M60A2 which it outside the scope of this discussion.
Attachments
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