Quote:
Originally Posted by scorpio_rocks
Quote:
Originally Posted by Mobhack
There is nothing magical in the name "EOD team", its just a unit title after all, i.e. a string the OOB designer typed in.
Engineering ability is determined by the unit class. So searching the Game Guide on the unit title is pointless. Search on the unit class name instead. That is what the Game Guide is written on.
There is no "EOD Team" unit class. EOD teams are of any particular engineer unit class the OOB designer decided to use when the OOB was written. Just like any other engineer unit, rifle squad or whatever. And just like any other unit, the OOB designer could use whatever title he wanted for the things - especially if the OOB was not an English language using one.
EOD teams are engineers - so they work the same way that engineers do. They are usually smaller though, 4 men, so are size 0, and therefore if you take care not to move too fast in LOS, and not to close to the enemy then they may not spot them as they go about their business. They tend to fit into a small Jeep or one of those mini-MRAPs with 4-6 carry, that wont hold the usual 7-12 man section.
Just like any other engineers, you move them slowly (1-2 hexes a turn) where you suspect there are mines or booby traps, and occasionally leave them static for a better sweep of the area.
Once they have spotted an enemy engineer store, then move them alongside and face the unit towards the engineer hazard and they will start to try to neutralise them. If feeling brave, and it is the unit's first movement in a turn (moving fast makes things go boom  easier!), then move the 1 hex into the hazard's hex for faster disarming - units in the same hex as the hazard de-mine faster, but may trip it on entering the hex. Your choice - if feeling cautious, just work it from the adjacent hex.
Then wait...
Larger engineer teams clear an area faster - so 4 man EOD teams are disadvantaged here a little bit, and may need a little more time/luck on the clearance rolls.
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I understand, and appreciate, the above. I agree this is how they work with mines, DT, etc. Do they really clear / defuse/ destroy IEDs, Booby Traps, etc that are units of the enemy not "board elements" ie unit #904 of PLO OoB?
Perhaps I too am just guilty of a lack of patience...
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A demolition (UC 134) is treated an engineering obstacle, just the same as mines, barbed wire, dragons teeth etc. for clearance purposes.
A UC 134 demolition can be targeted by a sniper with a heavy (IIRC warhead size 1?) sniper rifle.
A UC 134 Demolition. if fitted with a radio, can be command detonated by the owner. Owner selects the unit and presses F to "fire" it, IIRC. Ones without a radio have to be tripped over by the enemy or own forces to fire. Own forces have a reduced chance to set off as they "know" about it, but not recommended practice to do so, especially at >1 hex moved!
A UC 134 demolition is best defused by an engineer class. ordinary infantry if they end up in the same hex as one can defuse them at a reduced chance. (IIRC only engineers can de-mine them from the next hex). Engineer class includes engineer vehicles.
A
unit with weapon class 25 (explosives) - suicide bombers, trucks etc can self detonate by pressing "F" to fire the explosives weapon. The explosive charge also sets off any napalm type weapon the unit carries (see suicide tanker and fougasse). If destroyed by regular fire, suicide bombers, trucks etc can (will?) also explode, so its not best practice to have your suicide bombers mixed up with own forces.
Explosives - Weapon class 25 - is the "special sauce" used in both suicide units and UC 134 demolitions.
Radio detonated ones with a large warhead are useful as pre-laid bridge demolitions. One usually drops a wooden bridge section, but to be sure on concrete bridges put more either stacked in the same hex or adjacent bridge sections (will usually be set off by the one alongside in a daisy chain). These could be UC 134 demolitions, or also you could drive up large truck bombs onto the bridge in a more mobile battle -
if your enemy allows you to get there unmolested

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(I had thought we had put all this in the engineering section of the Game Guide, but looks like we did not get round to it. It will be done for next release)
cheers
Andy