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Wargame Red Dragon

In detail - Damage system
Damage system
Wargame applies localized control of damage inflicted to combat units according to the affected area: front, back, flanks, and even on top.

For example, a heavy tank that is equipped with much heavier armor at the front will be more difficult to destroy from the front. Instead, take it by surprise from behind or on the sides. This will allow you to destroy it more easily by targeting its weaker armor.
You can also deal ‘critical’ blows by temporarily or permanently damaging certain on-board systems such as the optics, the engine or the fuel tank. You can even hit a vehicle crew, thus making a still-intact unit inoperative.

Non-exhaustive list of critical damage:
Stabilizer hit: Firing accuracy reduced in movement
Fuel leak: the unit loses fuel, even at a standstill
Critical hit: the unit suffers more damage than normal
Restarting ‘firing computer’: unable to fire until the timer comes to an end
Ammunition hit: critical hit; the unit will be destroyed shortly
Faulty optics: firing impossible
Jammed weapon: the weapon cannot be used until the timer comes to an end
Crew KO: the unit is immobilized and cannot act until the timer comes to an end
Turbine hit: the helicopter is slowed down
Faulty turbine: critical hit, the helicopter crashes
Critical hit: the unit suffers more damage than normal
Restarting ‘firing computer’: unable to fire until the timer comes to an end
Ammunition hit: critical hit; the unit will be destroyed shortly
Faulty optics: firing impossible
Jammed weapon: the weapon cannot be used until the timer comes to an end
Crew KO: the unit is immobilized and cannot act until the timer comes to an end
Turbine hit: the helicopter is slowed down
Faulty turbine: critical hit, the helicopter crashes
Ammunition compartment hit: all remaining rounds are lost
Muddy ground: the unit moves more slowly up to the end of the muddy patch
Arduous ground: the unit moves more slowly until the timer or the patch comes to an end
Track/Transaxial stuck: the track is immobilized until the timer comes to an end
Gearbox hit: speed comes down considerably until the timer comes to an end
Detracked: the unit is immobilized until the timer comes to an end
Engine stall: the unit is immobilized
Ammunition compartment hit: all remaining rounds are lost
Muddy ground: the unit moves more slowly up to the end of the muddy patch
Arduous ground: the unit moves more slowly until the timer or the patch comes to an end
Track/Transaxial stuck: the track is immobilized until the timer comes to an end
Gearbox hit: speed comes down considerably until the timer comes to an end
Detracked: the unit is immobilized until the timer comes to an end
Engine stall: the unit is immobilized
Morale Experience