Author Topic: Railway Artillary  (Read 446 times)

Offline Plawranc

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Railway Artillary
« on: December 10, 2010, 12:25:36 AM »

I know it has been said before, however that was by someone who did not to comprehensive research.

My wish requires a bit of work but if implemented could add a new dynamic to the game.

My wish is that Aces High installs a railway network between the Zones and large bases, these allow for fast and efficient resupply BUT also allow for railway artillary to be used on large bases which are difficult to capture.

The gun I want modelled is the "Schwerer Gustav". An 80CM railway gun capable of firing 40 Km's in any direction utilizing its carriage as a sort of turret.





Famous for levelling Sevastapol and Lenningrad and assisting troops in Stalingrad. This gun seemed the ideal choice.

Now the system I want implemented is simple.

The railguns operate like CV groups, they each have rail connections to large bases, you can either keep one around to provide a punch against an invading force OR send it behind your front line bases and blast the next base you want to Capture, however it can only go along Zone railway lines so only something like 1 in 10 bases on the map can be fired upon. The are V bases, CV's, Airbases and now G's or "Guns". These are easy to destroy from the air too so it will cause a heck of alot of chaos when one is found causing fights to break out, of course there will be four manned guns on it to defend against aerial attack but it will require someone up top to protect it properly.

My idea to simulate the explosion would be to add the explosion of a 4000 pound bomb.

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Offline Plawranc

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« Last Edit: December 10, 2010, 12:31:17 AM by Plawranc »
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Offline Imowface

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Re: Railway Artillary
« Reply #2 on: December 10, 2010, 01:04:50 AM »
How long did it take to reload? if you miss your first shot, which is very likely because AH doesnt have artillary spotters, how long will it be before everyone around swarms up to kill this thing before it can even get a second shot off
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Offline LLogann

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Re: Railway Artillary
« Reply #3 on: December 10, 2010, 01:16:42 AM »
Less than 15 minutes if you have 2 platoons of Grenadiers.   :aok

How long did it take to reload? if you miss your first shot, which is very likely because AH doesnt have artillary spotters, how long will it be before everyone around swarms up to kill this thing before it can even get a second shot off
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Offline Imowface

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Re: Railway Artillary
« Reply #4 on: December 10, 2010, 01:18:41 AM »
and a general as a gun commander, if only a sector or two away from its target, there is lots of time to drop more then enough 1000 pounders to put it out of commision
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Offline Plawranc

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Re: Railway Artillary
« Reply #5 on: December 10, 2010, 02:58:02 AM »
And that is why it should be added

It takes teamwork for it to survive
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Offline fbWldcat

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Re: Railway Artillary
« Reply #6 on: December 10, 2010, 05:36:59 AM »
And that is why it should be added

It takes teamwork for it to survive

Well, then you might as well not even make it available to Knights.  :noid
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Offline mbailey

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Re: Railway Artillary
« Reply #7 on: December 10, 2010, 06:26:17 AM »
Thinking outside the box again Pac,

I like it  :aok +1
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Offline druski85

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Re: Railway Artillary
« Reply #8 on: December 10, 2010, 07:50:08 AM »
The real question is, how long until Kvuo knocks out an enemy fighter at 6k with this beast?   :uhoh

I like the idea in general, provided both reload and pivoting factors (as in, how long it took) were accurately modeled.  :aok