
August 1st, 2016, 08:09 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,614
Thanks: 4,055
Thanked 5,812 Times in 2,868 Posts
|
|
Re: How do EOD teams work
Quote:
Originally Posted by scorpio_rocks
On a side note:
Unit class #134 - Demolitions. Is not covered in the manual :
UnitClass 133=Light SP Mortar | Clone of 38. | UnitClass 134=NOT USED | NOT USED | UnitClass 135=Main Battle Tank | Tank Clone |
|
now corrected
UnitClass 134=Demolition | This is a "Demolition" class that covers booby traps, IED's etc. These explosive devices can self detonate when enemy units are nearby and, in the case of IED's and Fougasse can be "command detonated" on the players turn who "owns" them, IF there is radio contact, by selecting the explosive charge then pressing "F". They can be defused / removed by Engineer units but because these do not represent "simple" mines the time required to take one out of the game varies even if the engineer unit is not under fire so patience is required. Sometimes it might only take a turn or two sometime 8 or 9 turns of longer ( as in real life ) If you do not have time for the "patience" approach and don't want to risk your troops they can be taken out with a well placed shot from a Sniper rifle. This is usually the preferred option because in this game there is no penalty for causing "collateral damage" so it's usually easier to simply detonate them with a Heavy sniper round from a distance NOTE that a "normal " sniper can also take out an IED but it may take a few shots to do it. As well , a large radio-controlled IED is useful for a pre-laid bridge demolition. One usually takes out a wooden bridge section but a player might want to stack 2 on a concrete bridge section to be sure and as well IEDs in the vicinity of an explosion may detonate spontaneously so a "string" of them side by side may cause multiple explosions setting off other IED's in sequence |
|