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Found 3 results

  1. Hi all. I decided to post my most recent findings in regarding minefields and mine removal in CMBS. Some or all of this might be known to some of you but since I have complained about this subject in the past I think it is appropriate to talk about these rather positive findings and thoughts: First up the problems I complained about in the past: CMBS and engineers in CM-games in general lack the ability to completely remove mines, especially ANTI-TANK mines. Infantry can move across marked minefields with relative safety but vehicles cannot. CMBS does not have any dedicated engineering vehicles commonly found in modern mechanized armies. This I hope will get remedied in the next CMBS module since CMBN already got the allied sherman crabs. Due to these reasons I came to the conclusion that mine warfare is simply too effective and completely unfun (it still is but maybe to lesser degree) and thus it is not really feasible to use them as element of scenario design in realistic proportions. Mines are still very relevant on the modern battlefield as can be attested by the abundant use of mines in current Donbass conflict and elsewhere. I found this very disturbing and somewhat depressing since I had in my mind to make several scenarios representing realistic use of mines and defensive light infantry tactics against mechanized attacker. Now on the the new (at least for me) findings: In CMBS with the current (1.4) patch there are three possible and easy workarounds for clearing a safe path through moderately deep (2 AS) minefields: NON-AIRBURST regular tank cannon rounds of t-72b3 can remove mines by firing directly at the (preferably marked) mined action squares from close range. This will take many rounds but I think it is somewhat appropriate work around to simulate mine-roller or plow fitted t-72 engineer variants. I was previously under the impression that only 152mm artillery rounds where capable of detonating antitank mines in CMBS. Point target 152mm artillery is more than able to take out minefields in few turns (with some luck). Once again marking the path through the minefield helps to confirm that the mines have indeed detonated. This is to some degree old news but for some reason seems now more viable option especially when combined with the newly discovered tank cannon method. It is also possible for the scenario author to place barbed wire on top of the minefields that can be then BLASTED with engineers resulting in the AT mines exploding as well. This however is very dangerous and will most likely result in engineer casualties but resembles to some degree the use of bangalore torpedo like explosive devices in mine removal duty (which is also very dangerous in reality). Naturally this solution is sub optimal but possible should the scenario author wish to use it. Hopefully this is of some help to people. Cheers! -H1nd
  2. I am playing a scenario in CMFB that includes mine fields in the initial setup. I don't know if they are anti-personnel, anti-vehicle, or mixed. In any case, is it safe to move men and vehicles through a friendly mine field, or do they risk detonating the mines as the enemy would? Another way to ask would be, do mine field know which side they're on?
  3. Does CM has any mechanism where individual squads (pioneers most probably) can create safe paths through the minefields? I left a team of engineers sitting on a known minefield and they did nothing. I feel that if a minefield is found and identified by an attacker there should be no way that he could bring any infantry through without first creating a safe passage. Infantry just should not be allowed to walk through a minefield. Second, if a minefield is identified there should be a way to create a safe path through it. Think of it in this terms. An action spot in CM is 8 by 8 meters (I hope I am right on this). A team of engineers is 4-5 people. They should be able to create a safe path through the minefield in 2-3 minutes (if not under fire of course). Am I missing something?
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