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

shahadi May 3rd, 2013 10:17 AM

Mines!, IEDs, Booby Traps, and other nasty things
 
When using mines, IEDs, and booby traps are points awarded to the side that clears a mine field or demolition of an IED or booby trap? Also, I have noted that a single mine can clear within 3 turns, IEDs take from 6 to 9 turns, and booby traps can be cleared within 5 turns by an engineer section. Are these estimates about right?

The IED seems the most lethal, is this accurate? Or, are there other considerations to take into account?

I placed these nasty things on paved roads, in buildings, and on terrain with about the same experience of demolition as noted above. Except, that engineers sometimes will detonate an IED or booby trap rather than clear them as is the case with mine clearing.

Also, in my testing to understand how these devices behave, mine clearing gives a status while the others simply state if the IED or booby trap is ready or not. Is this also fairly typical in the game?

In a nutshell, please share any ideas how to use these little buggers in a scenario. Oh, does the size of the engineer unit impact the clearing or demolition of any of these devices? Say, a 10 man unit clears a mine or IED faster than a six man unit?

That's all folks!

Suhiir May 3rd, 2013 09:59 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
Mines represent most any sort of moderate size explosive, and can be detected/cleared more easily then Booby Traps or IEDs, and won't necessarily blow when a unit enters/exits the hex.

IED's compare to a 2000# bomb, truck size weapons buried as gigantic command detonated mines, that generally blow when any unit enters the hex, engineers don't get free ride!
I haven't tested yet but the new patch is suppose to allow IEDs to be exploded at a safe distance by Hv Snipers.
(I always love when a tank 3-4 hexes away from one is destroyed).

Booby traps are generally less effective then mines and are primarily anti-personnel devices, usually more annoying then dangerous for the most part.

Yes, the number of men in an engineer unit matters, the more men in the unit the better it's chance to clear something.

Mines represent a number of explosive weapons, so the status is used to indicate the progress in totally clearing them from a hex. IEDs and Booby Traps are single weapons, so they're either there or they ain't.

shahadi December 25th, 2013 11:09 AM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
I'm using a SEAL Platoon in a scenario: "Red Line Syria - Put His Eyes Out," composed loosely upon the Suhiir's excellent USMC OOB. The SEAL Platoon is composed of two SEAL Fire Teams, an OIC and an AOIC, with two SEAL Teams composed of Sniper, and Pathfinder units respectively. What I have observed is that a SEAL Fire team, a unit class of 145 - Commando Engineers, can clear an IED in two turns. Excellent!

Imp December 25th, 2013 06:12 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
That is due to the high experience which plays a major factor.

blatsas March 21st, 2014 09:03 AM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
pleaze need to fix somthing with ied's ?
i hate the AI to place on victory hex
:(

Suhiir March 21st, 2014 10:14 AM

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

Originally Posted by blatsas (Post 824135)
pleaze need to fix somthing with ied's ?
i hate the AI to place on victory hex
:(

Assuming you're speaking English and I understood the question.
Why shouldn't IED's be placed in a victory hex? Since it's a victory hex there's something the hex both you and the opposition want to gain/keep control of. If I had the ability to plant IED's in victory hexed after I'd captured them I sure as hell would!

blatsas March 21st, 2014 10:42 AM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
ok my english is not good so i use google translate
on meeting engagement can be fitted on neutral vx ?
i thing this is abuse :(

gila March 21st, 2014 08:08 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
The trouble with IED's after 2001 they could placed anywhere.
Normaly on roads or lanes of traffic,i'm bit surprised they were placed on VH's however,an ugly surprise:shock:
This is just one the reasons why don't play MBT post 2001.

scorpio_rocks March 21st, 2014 10:00 PM

Re: Mines!, IEDs, Booby Traps, and other nasty things
 
The enemies you will encounter using IEDs are guerilla forces, with generally a huge technological disadvantage - being sneaky is they only way they can hope to hurt you!

It is, for me, all part and parcel of asymmetric warfare in the 21st century!

Suhiir March 22nd, 2014 01:07 AM

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

Originally Posted by scorpio_rocks (Post 824142)
It is, for me, all part and parcel of asymmetric warfare in the 21st century!

Agreed.

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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