Jump to content

Question about minefields


Recommended Posts

In my laste game one of my T34 went over a tank mine hex. Mines luckily don't exploded, but I feared that moving the tank I'll challenge too much my luck. I had an engineer squad, ready, veteran and fit. I send'em near the minefield hoping that they could remove the weapon, but nothing happened in about ten turns. There is a rule that prevent to defuse mines when a friendly units it's already in the hex?

Link to comment
Share on other sites

Others have tested this and reported the results. The problem is that the engineers need to use a demo charge to clear any field -except- daisy chain AT. And they will refuse to use a demo charge if a friendly unit is too close to the place it would go off. Your best bet is to get the tank out of the minefield (on "move" or "reverse" - don't try to go fast), and then manually target the minefield for "area fire" and say "yes" to "use explosives?" Good luck.

Link to comment
Share on other sites

Your best bet is to get the tank out of the minefield (on "move" or "reverse" - don't try to go fast), and then manually target the minefield for "area fire" and say "yes" to "use explosives?" Good luck.
Warning: at least in 1.0, this would sometimes result in an engineer squad lobbing all of its demo charges for no useful effect (but blowing up some friendlies). Waiting is, IMO, safer; I haven't tried manually targeting a minefield since it backfired on me once.

Also, if I recall, one didn't get an "area fire" message - you target the minefield marker itself, which did NOT display "area fire."

Link to comment
Share on other sites

Originally posted by Kingfish:

</font><blockquote>quote:</font><hr />Originally posted by Panzer76:

It was prob daisy chain mines, I dont think engineers can remove them.

Yes they can. In fact, it is easier for an Engineer unit to remove a DC mine then a regular minefield, since they don't require a satchel charge to clear the tile. </font>
Link to comment
Share on other sites

I'm puzzled, because my Pioneer had just cleared an antitank mine hex nearby ( there is a row of nìmines) without launch any satchel. I've observed'em in the replay, neither visual of the satchel, nor a depletion showed in the ammo bar. They stood firm on knee for the whole turn and after 53 seconds the mines vanished

Link to comment
Share on other sites

Originally posted by JasonC:

If you saw AT mines go away without using a demo, that means they were daisy chain AT mines. Not planted in the ground, therefore easy to pick up (for pioneers, that is), and don't use up a demo charge.

Add to that: if you can see the mines before running into them, they're of the daisy-chain variant. Also, I've noticed that aiming the mine field doesn't seem to work: the engineers can waste both satchels without any effect. This has happened in the latest version.
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...