noxnoctum Posted November 9, 2011 Share Posted November 9, 2011 Topic says it all. I'd like my pioneers to stay on the safe side after blowing a hole, not act as the scout 0 Quote Link to comment Share on other sites More sharing options...
xian Posted November 9, 2011 Share Posted November 9, 2011 Indeed there is. You can plot the blast so that it finishes 'just in front' of the hedge, or plot the blast 'in line' with the hedge. Both will blow a hole and your blast team should stay on the right side of the hedge. 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted November 9, 2011 Share Posted November 9, 2011 Also, this doesn't work in WEGO, but if you're fast in RT you can cancel the order as soon as the explosion happens. 0 Quote Link to comment Share on other sites More sharing options...
noxnoctum Posted November 9, 2011 Author Share Posted November 9, 2011 thanks guys. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Schultz Posted November 9, 2011 Share Posted November 9, 2011 There is a thread that covers this deep in here somewhere. Basically it is what xian stated. Place team next to obstacle. Blast next tile over on same side. Move order diagonally away from blast. Testing with different settings(Exp/Motivation) will give you blast times. Pioneers usually blast in 10 seconds, scout teams in 30. Once you get timing down, then assault forces can be issued appropriate pause orders to go through right after the blast. 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted November 9, 2011 Share Posted November 9, 2011 Does anyone else get that "gamey" feeling while they're doing this. When you read about the hassles that they had setting charges properly to make any sort of hole, it seems like 10 seconds to achieve a blast is ... superhuman.... 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 9, 2011 Share Posted November 9, 2011 Well, it supposed to be an entertainment game. So many of the extra detail and realism of CM2 and esp CMBN makes it a lot harder to play or enjoy imo. And there continues to be a huge amount of abstraction as with CM1, it's just the that "granularity" has increased. The point is that abstraction is required to make a game that moves along and gives one pleasure. It's getting the right level of abstraction that is very tough. 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted November 9, 2011 Share Posted November 9, 2011 Does anyone else get that "gamey" feeling while they're doing this. When you read about the hassles that they had setting charges properly to make any sort of hole, it seems like 10 seconds to achieve a blast is ... superhuman.... Sure, the blasting is a bit gamey but considering that soldiers could typically get through a hedgerow without blasting then it really is a wash. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted November 9, 2011 Share Posted November 9, 2011 Sure, the blasting is a bit gamey but considering that soldiers could typically get through a hedgerow without blasting then it really is a wash. It's blasting a hole that a vehicle can pass through that's a bit crank though. Michael 0 Quote Link to comment Share on other sites More sharing options...
MeatEtr Posted November 10, 2011 Share Posted November 10, 2011 Sure, the blasting is a bit gamey but considering that soldiers could typically get through a hedgerow without blasting then it really is a wash. This is what the gaps are for, but of course it's designer dependent. But I still think troops should be able to jump/climb over the small hedgerows and not need a gap or to blast it. 0 Quote Link to comment Share on other sites More sharing options...
JyriErik Posted November 10, 2011 Share Posted November 10, 2011 You can also avoid going through the bocage/wall in WEGO by timing the blast properly. Simply have it that the blast occur right before the turn ends, then cancel the move when you plot your next turn and the blat team can stay safe. Jyri 0 Quote Link to comment Share on other sites More sharing options...
jbmtintin Posted November 10, 2011 Share Posted November 10, 2011 This is what the gaps are for, but of course it's designer dependent. But I still think troops should be able to jump/climb over the small hedgerows and not need a gap or to blast it. Yes... Again and again! 0 Quote Link to comment Share on other sites More sharing options...
costard Posted November 10, 2011 Share Posted November 10, 2011 It's blasting a hole that a vehicle can pass through that's a bit crank though. Michael Yup - having a "blast - vehicle sized hole" command would be useful. Sort of sensible, too. 0 Quote Link to comment Share on other sites More sharing options...
jbmtintin Posted November 10, 2011 Share Posted November 10, 2011 Yup - having a "blast - vehicle sized hole" command would be useful. Sort of sensible, too. Yep, useful and sensible! 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted November 10, 2011 Share Posted November 10, 2011 Yup - having a "blast - vehicle sized hole" command would be useful. Sort of sensible, too. But it would need several minutes to prepare in order to be realistic. There is one exception to that that Doubler mentions. Prior to the introduction of the Cullen plow and perhaps concurrently with it in some units, there was this two pronged thing that had been welded to the front of some tanks. The prongs were actually lengths of pipe. They would be driven into the berm and then withdrawn, leaving two nice holes to be filled with explosive. Saved a lot of digging. Michael 0 Quote Link to comment Share on other sites More sharing options...
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