incendiary rounds

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Shark guy 35
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incendiary rounds

Post by Shark guy 35 » Fri Dec 11, 2020 4:38 am

Tech for fighter planes. Gives them a 30% chance to inflict burning effect on other air units. Requires industry level 2. Costs 5 turns. Buildable at TC.
"A good plan, violently executed now, is better than a perfect plan next week".
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NurKaiser
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Re: incendiary rounds

Post by NurKaiser » Fri Dec 11, 2020 6:43 am

Shark guy 35 wrote:
Fri Dec 11, 2020 4:38 am
Tech for fighter planes. Gives them a 30% chance to inflict burning effect on other air units. Requires industry level 2. Costs 5 turns. Buildable at TC.
may be in airport?

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ZakTheBuilder1
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Re: incendiary rounds

Post by ZakTheBuilder1 » Fri Dec 11, 2020 12:33 pm

Idk if they would do that because so planes are good
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Shark guy 35
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Re: incendiary rounds

Post by Shark guy 35 » Fri Dec 11, 2020 11:20 pm

ZakTheBuilder1 wrote:
Fri Dec 11, 2020 12:33 pm
Idk if they would do that because so planes are good
I think it would be useful for taking out heavy bombers like the b-17 because they have good counterattack.
"A good plan, violently executed now, is better than a perfect plan next week".
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ZakTheBuilder1
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Re: incendiary rounds

Post by ZakTheBuilder1 » Sat Dec 12, 2020 1:29 am

Yea like there is a chance for the bombs inside to explode and it damages all nearby enemy things
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Veritum Nazarenvs
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Re: incendiary rounds

Post by Veritum Nazarenvs » Tue Dec 15, 2020 2:30 am

This is a very good idea! maybe we can later implement Napalm in the game.

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Shark guy 35
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Re: incendiary rounds

Post by Shark guy 35 » Tue Dec 15, 2020 3:19 am

Veritum Nazarenvs wrote:
Tue Dec 15, 2020 2:30 am
This is a very good idea! maybe we can later implement Napalm in the game.
I think that's only from Vietnam war, but firebombing did exist in WWII
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton

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