nomis23uk, I'm sorry but I really don't understand how my post was contradicting, nor what you mean.
So what your saying is no matter what game engine the OP uses there be a alot of coding involved?
... no, what I meant was that if making the system dynamic, i.e. coding the damage parts instead of modeling them, - which would be possible in Ogre 3d and maybe possible in 3dgs - that would be the coolest way (because then you can truly destroy every part of pretty much any object you'd want to destroy) but the most coding work. The second part of my post was meant to say that in 3dgs, I would chose the methods posted by others before, where models (or parts of models) would have to be exchanged, but this is a ton of modeling work.