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-   -   Scenario: Mines!, IEDs, Booby Traps, and other nasty things (http://forum.shrapnelgames.com/showthread.php?t=49700)

blatsas March 22nd, 2014 03:37 AM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
no my problem with ied is in vx in other place ok detected on vx no is invincible that is my problem thx

scorpio_rocks March 22nd, 2014 12:15 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
There are a number of ways to counteract / disable the IED - Engineers can defuse/remove it from adjacent hex, Snipers (anti-material rifles at least) can destroy the detected IED from a distance by shooting it like any other target.

If not; time for some "brave volunteer" (a low value unit) to "step up"... :rip:

shahadi March 22nd, 2014 12:37 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
Quote:

Originally Posted by blatsas (Post 824144)
no my problem with ied is in vx in other place ok detected on vx no is invincible that is my problem thx

I understand blatsas's question as one of detection when an IED is placed on a Victory Hex, if so, then an IED on a VH may come as a gift - at least you have a clue where to look.

DRG March 22nd, 2014 03:07 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
An IED on a V -Hex is invisible but if you have ID tags on the IED can be spotted if it's detected. Also, you can turn the V-Hex flags on and off either using the ' \ ' shortcut or through the preferences screen so if you want to check a V-Hex for IED's either turn off the V-Hexes temporarily or turn on the ID tags.

blatsas March 22nd, 2014 05:12 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
ok thx :)

jivemi May 1st, 2019 11:21 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
Quote:

Originally Posted by scorpio_rocks (Post 824151)
There are a number of ways to counteract / disable the IED - Engineers can defuse/remove it from adjacent hex, Snipers (anti-material rifles at least) can destroy the detected IED from a distance by shooting it like any other target.

If not; time for some "brave volunteer" (a low value unit) to "step up"... :rip:

Just noticed in a WW2 LC scenario a booby trap can't be fired at (at least by a British pioneer with an SMG and .303 Bren). It's on a road that cuts through mud and rough so rather annoying. Aside from clearing them from an adjacent hex or setting them off with a sacrificial lamb is there any other way to get rid of them? Thanks.

(BTW the GG doesn't seem to give any suggestions on how to get rid of boobies, IEDs or Fougasses. Or am I missing something?)

scorpio_rocks May 1st, 2019 11:44 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
Only works with Sniper rifles I believe.

From the GG:
Quote:

This is a "Demolition" class that covers booby traps, IED's etc. These explosive devices can self detonate when enemy units are nearby and, in the case of IED's and Fougasse can be "command detonated" on the players turn who "owns" them, IF there is radio contact, by selecting the explosive charge then pressing "F". They can be defused / removed by Engineer units but because these do not represent "simple" mines the time required to take one out of the game varies even if the engineer unit is not under fire so patience is required. Sometimes it might only take a turn or two sometime 8 or 9 turns of longer ( as in real life ) If you do not have time for the "patience" approach and don't want to risk your troops they can be taken out with a well placed shot from a Sniper rifle. This is usually the preferred option because in this game there is no penalty for causing "collateral damage" so it's usually easier to simply detonate them with a Heavy sniper round from a distance NOTE that a "normal " sniper can also take out an IED but it may take a few shots to do it. As well , a large radio-controlled IED is useful for a pre-laid bridge demolition. One usually takes out a wooden bridge section but a player might want to stack 2 on a concrete bridge section to be sure and as well IEDs in the vicinity of an explosion may detonate spontaneously so a "string" of them side by side may cause multiple explosions setting off other IED's in sequence

OR run up with a demo charge and set it off...

Mobhack May 2nd, 2019 05:35 AM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
Quote:

Originally Posted by jivemi (Post 845152)
Quote:

Originally Posted by scorpio_rocks (Post 824151)
There are a number of ways to counteract / disable the IED - Engineers can defuse/remove it from adjacent hex, Snipers (anti-material rifles at least) can destroy the detected IED from a distance by shooting it like any other target.

If not; time for some "brave volunteer" (a low value unit) to "step up"... :rip:

Just noticed in a WW2 LC scenario a booby trap can't be fired at (at least by a British pioneer with an SMG and .303 Bren). It's on a road that cuts through mud and rough so rather annoying. Aside from clearing them from an adjacent hex or setting them off with a sacrificial lamb is there any other way to get rid of them? Thanks.

(BTW the GG doesn't seem to give any suggestions on how to get rid of boobies, IEDs or Fougasses. Or am I missing something?)

You can fire at them with a sniper with an anti-material rifle (so not in WW2 AFAIR).

Otherwise to defuse them, it works like mines - move an engineer up to them, face the hex and wait. Infantry can only defuse in the same hex, engineers are better in the same hex too. So walk up and face the hex in 1 turn, move onto the hex the next turn (so its only moving 1 hex, so is going slowly and therefore less likely to trip it).

An explosion that hits it may set it off - shelling the thing may work, though I have not tried that. Other explosives like say a suicide bomber, will though (a fougasse is an IED "primer" and a flame weapon as a cocktail). I must try a test with an AOP with LOS to one, and call in some arty and see if it goes boom, haven't tried that:)!


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