Dook Posted March 2, 2006 Share Posted March 2, 2006 In one of my current CMBB PBEMs, I managed to sneak a Soviet Pioneer squad close enough to a German 88 to hurl a demo charge at the beginning of the following turn. The squad obediently threw the charge, knocked out the gun, and then tossed its second charge for good measure. I really could have used that second charge to go after a StuG lurking nearby. Is there any way to limit the number of charges a pioneer squad throws? Perhaps by using some trick like the mortar rotation trick that limits the number of rounds a mortar fires in a turn? 0 Quote Link to comment Share on other sites More sharing options...
zmoney Posted March 2, 2006 Share Posted March 2, 2006 Originally posted by Dook: Is there any way to limit the number of charges a pioneer squad throws? Perhaps by using some trick like the mortar rotation trick that limits the number of rounds a mortar fires in a turn? I don't think there is unfortunately. Hopefully you can adjust what kinds of rounds and what amount you want to use in future releases. I had a simular thing happen to me during a cmak game. There was a FT team in a house so I demo'ed it. It blew the house up with the first charge but my guys threw all three charges. 0 Quote Link to comment Share on other sites More sharing options...
Ron53 Posted March 3, 2006 Share Posted March 3, 2006 Can you use the pause function ? or is that asking for trouble throwing a charge so late in the round and possibly being spoted ? What is the mortar rotation trick ? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted March 3, 2006 Share Posted March 3, 2006 Pause only affects movement orders. 0 Quote Link to comment Share on other sites More sharing options...
Dook Posted March 3, 2006 Author Share Posted March 3, 2006 Read here for the mortar rotation trick. 0 Quote Link to comment Share on other sites More sharing options...
Dschugaschwili Posted March 6, 2006 Share Posted March 6, 2006 I have seen squads throw a second demo charge before the first one even hit the ground. You can't really do anything against that. Dschugaschwili 0 Quote Link to comment Share on other sites More sharing options...
LeeW Posted March 9, 2006 Share Posted March 9, 2006 The only thing that can be done when you have three charges in a squad is to split them. Two charges will go with one team and one with the other IIRC. lee 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted March 9, 2006 Share Posted March 9, 2006 Nope, splitting does not work. All demos go with the shorter-range half of the squad, same one that gets any SMG. 0 Quote Link to comment Share on other sites More sharing options...
Dook Posted March 9, 2006 Author Share Posted March 9, 2006 Thanks for the replies. I guess the answer is to have another Pioneer squad with more demo charges nearby in case they are needed. 0 Quote Link to comment Share on other sites More sharing options...
LeeW Posted March 10, 2006 Share Posted March 10, 2006 I just tested it and two charges goes with one team and one charge goes with the second team, if you start with three charges. lee 0 Quote Link to comment Share on other sites More sharing options...
John Kettler Posted March 10, 2006 Share Posted March 10, 2006 LeeW, Good to know! Regards, John Kettler 0 Quote Link to comment Share on other sites More sharing options...
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