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  #1  
Old July 15th, 2005, 03:48 PM
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Shadowcougar Shadowcougar is offline
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Default Re: Assault vs AI - too many mines ?

Smoke is the engineer squads friend. A 120mm plt with smoke is worth more than a MLRS. Of course 8 inch fire will supress anyone.

BTW what nations are you playing. I have run into this against the Chinese in 2006 and at 30000 points.
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Old July 16th, 2005, 12:10 AM
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Default Re: Assault vs AI - too many mines ?

and the map size would be good info to know as well..

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Old July 16th, 2005, 02:02 AM

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Default Re: Assault vs AI - too many mines ?

“Mine removal is covered in the game guide under "Mines and Field Engineering" you do NOT remove mines with engineers and mine clearing tanks by moving INTO the mined hex. You do that by staying just outside the minefield with the engineers or engineer tanks and point them at the mined hex then let them work and give them full support while they do their work”

We are not communicating. I have read the mine and field engineering rules. I have played SP since it came out, all versions. This is the first version that it doesn’t tell you “Mine Present” when you mouse over and you can see the mines. Sometimes your tank is on top of the hex with mines.

I know that you clear mines from one hex out WHEN YOU SEE THEM!!!!!
When your mine clearing tank finds the mind field by driving into it you are stuck there until you get tired of waiting. IF you are lucky you will see the msg that the follow on mine clearers and the stuck tank have cleared the field. Only sometime you miss the msg and discover that the hex was not cleared because when you move your tank it is tracked. The tank itself covers the single mine so you can’t tell that the hex is cleared or not till you leave the hex or you have a slightly smoking immobilized take to mark the hex.

On the Engineering units, they are meat in the open and his mortars seem to hit them every turn so even with battle field taxies (APC or Choppers) once they are deployed, even behind huge smoke screens, his small arty keeps them too suppressed to do much good.

I am playing a 20 game campaign as Brits against China, NK, and Iran, 2005-2015, mostly desert. Standard size maps. I have added enough to my core I might have 10,000 points in play now. As the Brits I don’t get anything bigger than 155mm arty. So I go with MRLS (it kills soft skins and is rough on Inf in the open) and 105mm for my smoke missions and pin-point suppressive fire. (mortars don’t have enough ammo for the long mission it is to burn through 25 hexes of mines with supporting mortar fire.) I buy as many drones as I can to burn up his SAMS and give my air mobile troops a chance to get a few victory hexes. (when his troops come out of their holes I can hurt them.) My MRLS are part of my core unit. With my support points I get Challenger 2 MPs, Drones and 105mm batteries. I have lowered their accuracy down to 50 and the T-62s only get one drone a pass now. His SAMs can’t hit my drones but are death on my Choppers. If I let the smoke get too thin his Inf kill any soft skinned tracks at 600meters or less, normally the turn the smoke is thinned.

I have all the settings to run the game as fast as it will run.

I mostly like the game for the generated campaign games. I like building and maintaining my fighting unit. I really love that I can add to my core in this version. Very very nice. The assaults against the 25+ hex of mine belts are just a little tedious and frustrating.

Pavel
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Old July 16th, 2005, 02:10 AM

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Default Re: Assault vs AI - too many mines ?

BTW my map size is 98-78. The default I guess.

Pavel
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Old July 16th, 2005, 04:42 AM

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Default Re: Assault vs AI - too many mines ?

Mine map size 97 -77
And I'm not telling that amount of mines make game impossible. It's not even difficalt to make marginal victory. I'm telling that mine-clearing game is tedious and not much fun. Look up my first post. It's just clean-clean-clean , small fight at the end, victory. No tactical depth. If you try any movmnet not along straight path made by minecleners you end up with immobilized armor. And the amount of turns not enough to make long infantry marches. If someone want insane amount of mines, my be it would be a the good idea to make option - "AI mine heavy"
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Old July 16th, 2005, 11:21 AM
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Default Re: Assault vs AI - too many mines ?

OK, we have games being played on 100x80 maps and it looks like the assault is being played with anywhere between 5000 and 10,000 points for the attacker. If you want to see EXACTLY what the AI's doing ( with variations, the mine belts are not laid the same way twice ) all you need to do is set up that map size in a generated battle and set player 1 ( you ) points to 5000, 7500 or 10,000 ( whatever you like ) and P2 to XXX then allow AI purchase of both sides and HUMAN deploy. When you press continue you will be offered to deploy the P2 side. Press AUTO DEPLOY then take a look at the map and you will see how many mines the AI buys when it's defending against the type of assault force you are using in the campaign. The AI deploys and buys the same way in a generated battle and it does in a generated campaign.

Once you've had a look around exit the game then start up another one once again with both sides set to auto purchase and HUMAN DEPLOY then when the option to deploy is give choose AUTO DEPLOY. Look at these maps closely and observe the way the AI deploys the mines when defending against an assault with the points you have chosen and, I think you'll agree those mine belts look less formidable when viewed this way

Don
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Old July 16th, 2005, 11:45 AM

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Default Re: Assault vs AI - too many mines ?

I did the test, and that is not a picture I was getting in the generated campain, at least some battles. I the generated battle there was only one belt of mines, not even complete. In the generated campain there was at least five belts of mines (but may be more) - as I told mine belts were passing through victory hexes.
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