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Old May 26th, 2012, 07:37 PM
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DRG DRG is offline
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Default Re: Mines

I believe the code test for tripping a mine in the case of retreat is when the unit moves out of the hex with the mines not in and that is when it will take casualties *IF* the unit trips a mine but the full answer will have to come from Andy and he's not available right now.

Remember, engineers can clear mines from the adjacent hex but regular infantry has to be "healthy" and in the same hex with the mines and I believe this is why a unit can retreat into a mined hex without tripping a mine right away. On the next turn if they continue to retreat then that's when you might get one going off.

( or clearing .....if they were healthy they would start the process of clearing the mines the turn after then entered the mined hex)

I ran a test scenario to double check and if force to retreat into a mined hex there is usually no reaction until they are force to retreat again. This is normal. There will be cases where a mine is trigged on entering and this is normal random number generation . This occurs sometimes when a healthy infantry unit enters a hex to to clear mines


Don

Last edited by DRG; May 26th, 2012 at 07:59 PM..
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Old May 27th, 2012, 04:01 PM

Warmonger Warmonger is offline
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Default Re: Mines

So far those that retreated out of the mined hexes didn't get any casualties either.

Observing normal, rather than fallback, movement it appears that they trigger the mines on entry because the unit's movement goes to zero and it's still sitting in the mined hex.

I need to emphasize this is during fallback not ordinary retreat or rout movement.
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