Freyberg Posted June 8, 2013 Share Posted June 8, 2013 Sorry to spam the forum with dumb questions, but... All the minefields look the same to me. Is there a way to recognise the difference between anti-personel, anti-tank and mixed minefields? Or is there a mod that helps to distinguish? (I searched the repository, but couldn't find one). This is in a QB on Elite level, nothing shows up in the unit info panel when the item is selected. 0 Quote Link to comment Share on other sites More sharing options...
poesel Posted June 8, 2013 Share Posted June 8, 2013 Depends on who finds the minefield and on the result. AP will only be found by infantry. You don't want to drive vehicles over those anyway because it can immobilize them. AT will only be found by vehicles and IIRC create a bigger boom than AP. So you can pretty well determine what kind of minefield you found. But the signs are always the same no matter the type. I guess BFC reasoned that you should find out yourself - like your ptruppen. 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted June 8, 2013 Author Share Posted June 8, 2013 That's cool if it's intentional. Having them all mixed up is probably a good idea Thanks 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted June 8, 2013 Share Posted June 8, 2013 Would be nice if you could tell the difference between your own minefields. Sure, you know when you set up, but I don't have a photographic memory and some games take a looong time to complete. 0 Quote Link to comment Share on other sites More sharing options...
agusto Posted June 8, 2013 Share Posted June 8, 2013 Would be nice if you could tell the difference between your own minefields. +1 (10 characters) 0 Quote Link to comment Share on other sites More sharing options...
poesel Posted June 8, 2013 Share Posted June 8, 2013 AP will only be found by infantry. You don't want to drive vehicles over those anyway because it can immobilize them. Have to correct myself: AP will of course also be found by vehicles - how else could it immobillize them? So if you find a mine with a vehicle and it has no effect/immobilze it's most probably AP or mixed - if the vehicle is dead its AT. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted June 8, 2013 Share Posted June 8, 2013 Also I believe there are "mixed" minefields so beware of the above rules! Life....chocolates...what your going to get.... 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted June 8, 2013 Author Share Posted June 8, 2013 Yeah, it was my own mines I was talking about... 0 Quote Link to comment Share on other sites More sharing options...
Markus86 Posted June 9, 2013 Share Posted June 9, 2013 I'm pretty sure before Gustav Line the interface showed if you have AT or AP mines selected. Normandy, quick battle: 1. I select 5 AT and 5 AP mine fields. 2. durin the setup all mine fields have the same icon. when I select a mine field the user interface shows a description in the top left corner [i.e.Mines (AT)] Gusta Line, quick battle: 1. I select 5 AT and 5 AP mine fields. 2. durin the setup all mine fields have the same icon. when I select a mine field the user interface shows NO description in the top left corner!!! Now I have 10 mine field icons, which look all the same. This makes them useless as I don't know, if I'm placing AT or AP mines. In my example: QB, 1944 may, player british army, airborne infantry, veteran (I think) Can somebody confirm this? Is this a bug, which was implemented with the new "fog of war" system? 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted June 9, 2013 Share Posted June 9, 2013 Yeah I just saw that as well, worth asking..... @Freyberg- far from a dumb question. You can't tell even in the editor what they are. Question escalated. 0 Quote Link to comment Share on other sites More sharing options...
Canada Guy Posted June 9, 2013 Share Posted June 9, 2013 What about the different minefield signs? I see red (active and not cleared?), brown (marked?) and green with a white X through them. I assume cleared but a, not sure and am also not sure how to get to the green sign. I have tried to blast them with my engineers but nothing happens. There does not seem to be a way to get to the green sign it just sort of appeared and I am not sure how it got there. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted June 9, 2013 Share Posted June 9, 2013 What about the different minefield signs? I see red (active and not cleared?), brown (marked?) and green with a white X through them. I assume cleared but a, not sure and am also not sure how to get to the green sign. I have tried to blast them with my engineers but nothing happens. There does not seem to be a way to get to the green sign it just sort of appeared and I am not sure how it got there. Engineers next to detected minefields can plot a "Mark Mines" movement order. After a few minutes undisturbed, they'll turn the marker green. If there is something else to Blast over the minefield (barbed wire I think is the only legit target), doing so can result in "sympathetic detonation" of the mines, effectively clearing them. This can result in injury to the Blast-ing engineer element. And no field is ever "cleared" in the timescale and context of a CM battle: the mines are just as the order says: marked. Cautious (i.e. Slow or Normal) moving infantry have a good (but not 100%) chance of being able to follow the marked lanes through the Action Spot; faster movement increases the chance of a mis-step or stumble. Mine fields are assumed to be sufficiently densely sown that a vehicle still cannot thread between the mines, even if they are marked and detonation is still extremely likely. If you didn't actively mark a field, it's probably gone green because all the mines have been detonated. 0 Quote Link to comment Share on other sites More sharing options...
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