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September 1st, 2005, 06:49 PM
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Corporal
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Join Date: Jun 2005
Posts: 84
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Re: Blowing bridges
When I get crew=0 on ammo dumps to enter on a turn other than 1, they do appear, but, alas, no explosion. They just appear in their destroyed status.
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September 6th, 2005, 01:29 PM
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Private
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Join Date: Jul 2005
Posts: 40
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Re: Blowing bridges
You could try stationing an enemey pioneer unit with a slot 1 weapon capable of dropping the bridge with 1 shot of ammo.
Set the reaction turn to the turn you want the bridge to be blown.
Then set a unit of yours (ie. not one you want to use in the scenario LOL)to enter as a reinforcement on the hex where you want the bridge to be dropped.
In theory this should trigger the enemy pioneer unit to attack the unit in the hex with a big bridge dropping weapon.
If you edit the sacrificial unit to have cost 0 if poss and speed 0 it will not count against you in the scoring and will not be able to escape. A crew of 1 will ensure no crew running about the map.
In fact, if you want to drop bridges a lot, you could create a new unit for it (ie one to appear to trigger the pioneers to attack the bridge) in mobhack which could have big size to ensure it is attacked and you could use a small icon (or maybe ammo crate icon to represent the demo charges?) to prevent a big ammo dump materialising out of nowhere like some kind of kamikaze tardis.
Kamikaze Tardis.....
Now that could be a useful weapon....
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September 6th, 2005, 01:38 PM
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Private
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Join Date: Jul 2005
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Re: Blowing bridges
Have created such a combo of units...
will test and post oob with them in if successful...
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September 6th, 2005, 02:16 PM
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Private
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Join Date: Jul 2005
Posts: 40
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Re: Blowing bridges
Here it is...
attatched is oob49 (cuba because I have been modding it recently anyhow....) with bridge demo unit in misc menu of purchase screen. Also a scenario that goes in slot 250 that demonstrates it in use. (the HEK warhead size and HE pen ratings may need to be boosted in mobhack as it drops concrete bridges most of the time, but not all the time on the tests I've run with it.)
What i used was a pioneer squad converted to mortar class C. There is a weapon I made in the OOB (team weapon class) called demolition charges, a team class weapon with range 1 converted from an 8inch shell.
The unit has a mortar icon, simply because I can't find a way of assigning it an infantry one.
The problem was, if you do a direct fire attack on a unit on a bridge you are attacking the unit and not the bridge.
I got it to work by using an indirect attack (like pressing the "z" key) using a mortar class unit.
With range 1, place it next to the bridge in deployment, select to bombard the adjacent bridge hex and then use the + and - icons on the bombardment screen to choose which turn it drops the bridge on.
I'm not guaranteeing it will always land in the right hex or always drop all bridges, but it's one way of handling the problem and I'm sure you guys can modify it to suit you needs.
Hope you find it useful.
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September 6th, 2005, 03:15 PM
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Private
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Join Date: Jul 2005
Posts: 40
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Re: Blowing bridges
I have tested both systems extensively (reinforcement as target for direct fire attack and indirect fire delayed bombardment).
An ammo dump won't always drop a bridge and I've not yet been able to create a weapon that is guaranteed to drop a bridge everytime....
Maybe there is no sure fire way of doing it....
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September 6th, 2005, 03:36 PM
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Corporal
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Join Date: Jun 2005
Posts: 84
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Re: Blowing bridges
Creating a "one shot" unit as a reinforcement is the conclusion I was coming too. I`ll try your OOB when I get a minute. Thanks for the input.
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September 7th, 2005, 12:15 AM
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Sergeant
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Join Date: Jun 2005
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Re: Blowing bridges
True, I did play around in the UN OOB with the numbers the Ammo explosion used. It needs quite alot of tweeks to get it to work.
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