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Re: [HoE] Anti-Vehicular Weapons



> Steve Crow wrote:
> > It seems like Slow Burnin' Sykers must have played a major part in taking
> > out tanks during the last big wars.  Assuming they could get 12 rounds to
> > hit the side of one of those big tanks.  But if they can buy themselves that
> > much time (or someone buys it for them), and given they have a +12 for
> > Aimin', it seems like they're about the only thing short of carpet bombing
> > (under the new massive damage rules) that will slow down most tanks.

> Sam & Max wrote:
> Sykers would seems to be the weapon du jour. And a good one as well. Although
> that AA Laser that pops planes would be nasty if some (smart) tanker-type
> programmed it to immediately zap those fleshy little Sykers as soon as Slow
> Burn was detected.  ZAP! (Poof!)  :)

I don't know about other Sykers, but this one would be making called shots for
specific weak points (just like I was trained to do in real life as a Cav Scout ).
So areas I would aim for would be ...say the gun sights (which usualy protrudes
above the top deck of the turret in a box with about 1" of armor, call the "Dog
House") or for a drive wheel on the tracks. After all, while those hits wont kill
the tank, they will prevent it from doing nasty things to you. (BTW...we spent
hours and hours learning to ID vehicles from there shapes and charateristics and
also what there weak points were.)
If anyone wants more weak point examples I wold be glad to provide it, just email
me (so we dont clutter up the list with a bunch of side junk)

--
-Steve
"The early bird gets the worm, but the second mouse gets the cheese!"