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-   -   How do EOD teams work (http://forum.shrapnelgames.com/showthread.php?t=51301)

cbreedon August 1st, 2016 02:23 PM

Re: How do EOD teams work
 
Quote:

Originally Posted by DRG (Post 834866)

That's why its just easier to "defuse" them with a .50 cal round ( safer for the troops ) but NOTE a "regular" sniper will also work but it usually takes more shots

Don

I've found that the biggest issue with this method is collateral damage because my men are not far enough away. I've had it happen several time when I'm 150-200 meters away and still end up losing 4 or 5 men in the explosion. I usually just avoid the areas with IED by a wide margin if I can help it.

DRG August 1st, 2016 02:33 PM

Re: How do EOD teams work
 
As in real life if 200 is too close move 'em back further. Airstrikes are the same

shahadi August 1st, 2016 03:40 PM

Re: How do EOD teams work
 
Quote:

Originally Posted by DRG (Post 834866)


YES they do

http://forum.shrapnelgames.com/attac...1&d=1470055457


That's why its just easier to "defuse" them with a .50 cal round ( safer for the troops ) but NOTE a "regular" sniper will also work but it usually takes more shots

Don

Using the .50 cal method would require friendly forces being outside the blast/damage radius of the IED, right?

=====

Mobhack August 1st, 2016 04:00 PM

Re: How do EOD teams work
 
[quote=shahadi;834870]
Quote:

Originally Posted by DRG (Post 834866)

Using the .50 cal method would require friendly forces being outside the blast/damage radius of the IED, right?

=====

Well, naturally. Unless you adhere to the Marshal Zhukov school of thought on minefields!

Quote:

If we come to a minefield, our infantry attacks exactly as it were not there.

To General Eisenhower, 1945. Quoted in "Russia: The People and the Power" - Page 207 - by Robert G. Kaiser - History - 1976

DRG August 1st, 2016 06:36 PM

Re: How do EOD teams work
 
well yes the whole point of using a sniper to detonate it is he can sit back far enough to not affect him so everyone else needs to be as far away......or you can send in engineers but you risk a spontaneous explosion and it might take 9 turns...theres a reason why IED's are a PITA in RL and the game

shahadi August 1st, 2016 06:49 PM

Re: How do EOD teams work
 
Quote:

Originally Posted by DRG (Post 834875)
well yes the whole point of using a sniper to detonate it is he can sit back far enough to not affect him so everyone else needs to be as far away......or you can send in engineers but you risk a spontaneous explosion and it might take 9 turns...theres a reason why IED's are a PITA in RL and the game

Many others will benefit from this thread, designers and players as well. You ought not to place an IED close within 100m (what is the blast radius, I'll have to test that) of friendlies either (as a designer).

PITA indeed!

BTW,I read an article where the Tanzanians are training rats to sniff out (detect) mines, and Mozambique as well. Apparently, they're (the rats) too light to trip a detonation.

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DRG August 1st, 2016 08:06 PM

Re: How do EOD teams work
 
not just any rat ....Gambian giant pouched rats.....I don't think we'll be working them into the game......

DRG August 1st, 2016 08:09 PM

Re: How do EOD teams work
 
Quote:

Originally Posted by scorpio_rocks (Post 834861)
On a side note:

Unit class #134 - Demolitions. Is not covered in the manual :
<TABLE height=8 width="100%" border=1> <TBODY> <TR> <TD bgColor=#e1b966 width="30%">UnitClass 133=Light SP Mortar</TD> <TD bgColor=#f1deb6 width="69%">Clone of 38.</TD></TR> <TR> <TD bgColor=#e1b966 width="30%">UnitClass 134=NOT USED </TD> <TD bgColor=#f1deb6 width="69%">NOT USED</TD></TR> <TR> <TD bgColor=#e1b966 width="30%">UnitClass 135=Main Battle Tank </TD> <TD bgColor=#f1deb6 width="69%">Tank Clone </TD></TR></TBODY></TABLE>

now corrected

<TABLE height=8 width="100%" border=1> <TBODY> <TR> <TD bgColor=#e1b966 width="30%">UnitClass 134=Demolition</TD> <TD bgColor=#f1deb6 width="69%">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</TD></TR></TBODY></TABLE>


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