Destroy Ships - How much Damage they need
-
The runssian Kuzntsov and the american CVNs in BMS indicate as much as 6 AGM84A hits without going down. The DB has to be tweaked big time for those particular ordenance. By the way guys a lot of people here are talking about attacking ships with Mavs or GBUs, which seems to be a rediculous tactic for an intact carrier/battleship formation with all the SAMs! Sry for the offtopic but it’s interesting to hear what your stand is on that.
-
@mookar:
The runssian Kuzntsov and the american CVNs in BMS indicate as much as 6 AGM84A hits without going down. The DB has to be tweaked big time for those particular ordenance. By the way guys a lot of people here are talking about attacking ships with Mavs or GBUs, which seems to be a rediculous tactic for an intact carrier/battleship formation with all the SAMs! Sry for the offtopic but it’s interesting to hear what your stand is on that.
In BMS4 ship based SAMs many issues are they are only partly functional, some of the does not work. As I can remember only one ship can use radar guided SAM in a battalion because of battalion structure and if a definite ship is lost the rest never could launch radar guided SAMs. I can’t check core DB now but I will do when I will be at home.
This is why I changed the ships in Korea '80s and now only one ship is in each battalion.
https://www.benchmarksims.org/forum/showthread.php?9766-Korea-80s-Theater&p=202206&viewfull=1#post202206 -
@mookar:
Tattacking ships with Mavs or GBUs, which seems to be a rediculous tactic for an intact carrier/battleship formation with all the SAMs
Obviously you will not penetrate a carrier or battle ship air defense systems zone, but for smaller capabilities ships the -65G can do a severe damage fired from 12nm away. Similar for an LGB loft profile down from 5ft, specially if the area is heavily populated with assets and Harm shooters also aim for the ship radars… I would say a combined attack aka SEAD / DEAD on ship’s sensors together with jamming, decoying and stand-off attacks.
-
Sounds a bit like a last resort option to attack modern ships with conventional airplanes, or am I wrong ?
-
AGM-84 can be launched about 20-25 nm because with radar help you can lock even a sinlge pixel on MAV screen.
-
Thx fo the load of inputs!
But whats the relation btw. for example 7% Water and dmg 338? -
And yes, we are going to use the '65s. Thats for tactical Reasons - The Ships are smuggling the fleeing Folks of North-Africa and some Weapon and Drug-Smugglers are hiding between them
-
AGM-65G’s do alot of damage to ships. 4 of them will definitely sink a Carrier - though not immediately.
-
AGM-130 can lock just under 35 miles but will miss if you turn and leave the bubble and it matter what settings you have chosen for weapons effects in determining how many hits it takes to sink the ship
@molnibalage:AGM-84 can be launched about 20-25 nm because with radar help you can lock even a sinlge pixel on MAV screen.
-
I just have to chime in here. The next bms release may have ships and deployment changes. Since we saw a peek of the F-18 and harrier being modeled (I do not know how well or to what extent) we may get carrier ops as well. Don’t know but if the bms team is working on things like that, then the new naval aspect of bms might turn out to be something special.
-
AGM-130 can lock just under 35 miles but will miss if you turn and leave the bubble and it matter what settings you have chosen for weapons effects in determining how many hits it takes to sink the ship
If you launch and AGM to any object the object never goes back to 2D world as long as the missile is alive. I have teted with B-52 and AGM-86. I launched at max distance then turned back. At the moment of imact was the distance between me and targetted airbase about 53 nm. This is far beyond the bubble distance of any ground object.
-
It hit and destroyed the target in results screen at 53nm separation?
-
I do not understand your question. Target was in 3D world and my B-52 was 53 nm at the moment of impact. If you chance the loadout of AC and put AGB-86 on F-15 and turn back and fly with full AB the distace can be bigger. The test works either battalions. Aim the battalion from 20 nm launch an AGM-65 or anything. Even never reach the missile the target if you fly far far away the battalion won’t go back into 2D world as long as missile is alive.
-
Ive no real experience in this, but Ive noticed when I hit a ship, on results page it only states “damaged” not destroyed. But recon reveals that ship has disappeared anyway. As others states, I think it will eventually sink. I cant recall which ship this was, but it was a single 65G
-
when I hit a ship, on results page it only states “damaged” not destroyed
Yeah that’s exactly how it is in BMS. Does it actually get destroyed and if yes why does it not reflect it on the post mission screen?
-
Because your munitions did not destroy it, it damaged it. If it then sinks 10 minutes later, coding would state it destroyed itself. Im only presuming. Bit like in Arma, you shoot a plane down, you don’t get the kill, as it killed itself by crashing while on fire into the ground.
-
enemy aircraft are the same way half the time, they’ll go into a “soft death” and then fireball 30s later, but it will say “damaged” on the end of mission report.
-
Because your munitions did not destroy it, it damaged it. If it then sinks 10 minutes later, coding would state it destroyed itself. Im only presuming. Bit like in Arma, you shoot a plane down, you don’t get the kill, as it killed itself by crashing while on fire into the ground.
Aah, now that makes kind’a sense. How many AGM84A does it take to take out a Kuz for example, does anybody know?