Bahger Posted October 25, 2008 Share Posted October 25, 2008 I'm about to start a medium-size attack QB with Strykers, arty and engineers. I'm going to re-read the manual but I'd also be very grateful for the most general advice about how to deploy these units. Specifically: - Should they be dismounted when mines might be present or can they detect them in vehicles moving slowly? - Am I correct in assuming that roads are generally mined, not open country? - What is SOP for roadside devices, both detection and disarmament? - Is the tactical idea to "sweep" the entire line of advance with engineers? I'm not trying to be lazy here, just hoping for an assist so that I can actually start the QB, having spent some time setting up and if I do something boneheaded with the engineer units I'll only have to start again... Thanks in anticipation. 0 Quote Link to comment Share on other sites More sharing options...
Bahger Posted October 25, 2008 Author Share Posted October 25, 2008 Post-script: There's nothing about engineer deployment in the 1.10 manual anyway... 0 Quote Link to comment Share on other sites More sharing options...
Huntarr Posted October 25, 2008 Share Posted October 25, 2008 Can not detect mines until you step/drive over them.Mines can be placed anywhere. Once found (the hard way) engineers can "mark" the field. IEDs usually can not be detected. The trigger man maybe.At this point, until BFC gets engineering vehicles or sweepers working (or more folks complain about the lack of), you might as well just wait until you hit them then react pg.67 cmsf manual has mark mines 0 Quote Link to comment Share on other sites More sharing options...
Bahger Posted October 25, 2008 Author Share Posted October 25, 2008 Good info Huntarr, many thanks. 0 Quote Link to comment Share on other sites More sharing options...
dan/california Posted October 25, 2008 Share Posted October 25, 2008 Complaint, one of, model &&*%*%*%&. Put some ability to deal with mines in or take the bloody things out. 0 Quote Link to comment Share on other sites More sharing options...
birdstrike Posted October 25, 2008 Share Posted October 25, 2008 Well, they do have satchel charges - which comes in handy in urban terrain if you don't have MOUT troops. 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted October 26, 2008 Share Posted October 26, 2008 That is their biggest asset right now, their ability to blast their way through buildings. A full engineer squad can blast its way through half a city before running out. 0 Quote Link to comment Share on other sites More sharing options...
Peter Panzer Posted October 26, 2008 Share Posted October 26, 2008 Bahger: Mine clearance is the least of your worries with US Army engineers (SBCT) in version 1.10. The game currently does not assign gunners to the ESV's. As such, your infantry will be parading around in virtually defenseless, thin skinned AFV's who can engage neither direct nor area targets with their RWS's. The potentially good news is, I passed this along to one of the beta testers last week, who, in turn, communicated it to BFC. Whether or not this is addresssed in 1.11 is uncertain. That said, correcting a bug that negatively influences an entire class of vehicles and infantry sure seems like a worthy fix to me. I would also like to see the plow added to the model of the ESV's enabling them to clear mines. Unfortunately, at this stage of CMSF's development, this may be reaching for the sky. Since I am on the subject of handicapped vehicles, it would also be helpful if the M707 (recon Humvee) could use the target/LOS function in-game and not just in the editor. 0 Quote Link to comment Share on other sites More sharing options...
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