Part 16: Base
BaseBoris is the only one that leveled up enough, and I decided on making him run faster. He's not seeing much ground combat anyway, so he may as well be faster when dealing with mines/explosives.
More people take a shot of roids, and we're actually almost done with our whole squad.
Over to the garage..
Took minimal damage this time, so I have enough time to slap armor on two vehicles.
No surprises here
Since we captured a chopper during the last mission, we actually have a reason to look at the hangar.
It works very much like the garage, except that you can't apply additional armor to air-units.
The OH-58 has two hardpoints that can fit a small range of weapons. But since it's a small chopper, you are basically limited to single-shot launchers and the MG. You can mix those guns as you like, but I think the standard configuration is the best choice. Having two rockets is nice, but the chopper is pretty much useless after firing them. Choppers generally have a pretty limited supply of ammunition, so you have to make clever use of what they carry.
Here is an important fact about air-units - You have to manually arm them between each mission! If you do not arm them, they will enter the next mission with empty guns. Kind of a hassle, and I wish the game would do it on its own. Yes, you can use the "Auto" tab. But this also can switch around the weapons on your chopper, so you have to click stuff anyway.
Let's see what Wlad has to offer this time..
Good spread of vehicles, but I'm fine with my core and don't need any of them.
What I said about grenade launchers on vehicles also applies here - pretty much only useful against stationary targets. However, the M79 is a nice compliment for a squad that doesn't have too many RPG rounds, so I'll give it a spin during the next mission.
There is also a new kind of tank shell in this trade. See the blue one? That is a APFSDS shell, or Armour-piercing fin-stabilized discarding-sabot. The military has crazy names, right? This type will usually ignore armor while doing very little damage to the vehicle, but will gib vehicle crews with ease. The "Dart" of the shell will basically punch a little hole into a vehicle, and then detonates a small explosive charge inside of it. If they are not killed by the blast, the sheer concussive force usually has dire consequences for the organs of the crew.
This is obviously what you want to use to maximize your salvage. But the shell is also very rare, so I'll keep stashing them until I have collected ten or so. Also, enemy tanks will use this shell against your vehicles! So you better have an eye on your crews from here on out.
My next trade is for a new type of facegear.
Night vision goggles! They don't have an info pic, but work just like binoculars at night. You can't know this in advance, but the next mission will be at night, and your binoculars are useless there. Kind of a dick move, if you ask me. Also, iirc, there is only one night mission in the game, which makes them nothing more than a gimmick.
And my last trade is for some spare vests, cause you can always use those.
Well, that's it this time. There really wasn't much to do or talk about. The next mission is going to be the longest yet, and it also will have the most fighting so far. So you can at least look forward to that.