Originally posted by Griffith:
Well, looks like you found something useful. IRL, the TGP does the same thing, but it's not implemented in the sim. So if the Mav will do it, then you may only need one or two Mav's on one hardpoint acting as a 'TGP', with the other hardpoints loaded with bombs.
Roger that. All it really means is a slightly unbalanced payload. Of course you can take any sort of dumb bombs to use along with the MAVS to act as the search SOI. Enemy vehicles seldom move in the later stages of campaigns, in fact they tend to hide in towns, where building clutter makes it almost impossible to find them with the AG radar. Even using DBS1 or DBS2 AG radar modes doesn't really do that much. But a MAV set to Expanded FOV, will clearly show vehicles as bright dots on the MFD, lock em up, switch to CBU's and do a normal straight and level bomb run at 18,000 feet sees the CBU's doing loads of damage. You don't even need to change the burst altitude or release angle. Some enemy vehicles will scatter when you do this, which means that the CBU's might miss the higher value targets. To counter this, you can usually find two groups of targets, say 15 miles apart. You can then do alternate bomb runs using reciprical headings if the area is clear of SAMS or KS19 AAA. As the best Manpad only goes to 14,000 feet, it's also a safer option than dive bombing, even if there are KS12 AAA in the area, you can bomb from 25,000 feet and still be safe. Of course the AI wingman, will stick to his monkey ops method, so I tend to just have him Flex and watch for air targets.