massimorocca Posted March 17, 2003 Share Posted March 17, 2003 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? 0 Quote Link to comment Share on other sites More sharing options...
Slater Posted March 17, 2003 Share Posted March 17, 2003 Did you target the mines? 0 Quote Link to comment Share on other sites More sharing options...
massimorocca Posted March 17, 2003 Author Share Posted March 17, 2003 I'used the usual behavior that removed mines in my games. Put'em near the minefield and them will clear the spot. 0 Quote Link to comment Share on other sites More sharing options...
Slater Posted March 17, 2003 Share Posted March 17, 2003 thats your problem there, target the mine sign thingy and on the target line something like "Target ATM" should appear then they should lob some HE that way, try a test with the scenario editor 0 Quote Link to comment Share on other sites More sharing options...
massimorocca Posted March 17, 2003 Author Share Posted March 17, 2003 Thanks. I've a save. I'll try. 0 Quote Link to comment Share on other sites More sharing options...
Sardaukar Posted March 17, 2003 Share Posted March 17, 2003 If your T-34 is still in that minefield, they may refuse to take out minefield in fear of knocking out friendly tank. Cheers, M.S. 0 Quote Link to comment Share on other sites More sharing options...
Panzer76 Posted March 17, 2003 Share Posted March 17, 2003 It was prob daisy chain mines, I dont think engineers can remove them. 0 Quote Link to comment Share on other sites More sharing options...
Kingfish Posted March 17, 2003 Share Posted March 17, 2003 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. 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted March 17, 2003 Share Posted March 17, 2003 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. 0 Quote Link to comment Share on other sites More sharing options...
demoss Posted March 18, 2003 Share Posted March 18, 2003 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." 0 Quote Link to comment Share on other sites More sharing options...
Panzer76 Posted March 18, 2003 Share Posted March 18, 2003 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> 0 Quote Link to comment Share on other sites More sharing options...
massimorocca Posted March 18, 2003 Author Share Posted March 18, 2003 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 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted March 18, 2003 Share Posted March 18, 2003 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. 0 Quote Link to comment Share on other sites More sharing options...
Bone_Vulture Posted March 18, 2003 Share Posted March 18, 2003 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. 0 Quote Link to comment Share on other sites More sharing options...
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