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Old July 18th, 2005, 08:36 AM
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Default Re: Assault vs AI - too many mines ?

Quote:
desh44 said:
DRG
A few quick questions concerning mines. What is the percentage chance of a unit setting off a mine. when I play if there is single mine marker in a hex it almost always will kill a vehicle if each marker represents 10 mines does this mean that there are 10 of each type of mine (anti vehicle and anti personnel). Also when a mine had detonated does is the number of mines reduced in the hex. and one last question does artillery fire into a hex have a chance of detonating mines (how about FAE's or napalm)?

Thanks for any info
Tom D
The percentage chance of a unit setting off a mine is relatively low. It goes up considerably per hex travelled, and if the mine is undetected. Scout car 15 hexes along a road and trip over mine is usually a BOOM. Engineer unit travelling a Hex or so is usually a "detects minefield" event.

But this is basically already covered in the game manual, section on "Mines and field engineering", as is what you are otherwise asking.

Artillery fire does not clear mines, or barbed wire. Clearing mines is as per the above section in the manual.

If you are not sure about how mines work, then create a training assault scenario for yourself. Leave the AI defender with just the HQ and set the V-hexes to him and 100+ points. Leave these on one side of the map. Buy mines etc and place near your assaulters. Set turns to 40 or so. Since you built the scenario - you will know where they are. Try charging things across them, various engineering techniques etc. Quit the training scenario and if necessary, restart, or edit in the scenario generator to buy different troops, change the defensive layout etc.


Cheers
Andy
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