|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
May 26th, 2012, 02:10 PM
|
Corporal
|
|
Join Date: Mar 2012
Posts: 91
Thanks: 6
Thanked 1 Time in 1 Post
|
|
Mines
In the scenario I'm playing there were 11 instances of units falling back due to enemy fire into hexes containing mines. There were no casualties as a result. Are mines checked for during fallback?
|
May 26th, 2012, 02:24 PM
|
First Lieutenant
|
|
Join Date: Aug 2008
Posts: 681
Thanks: 91
Thanked 250 Times in 132 Posts
|
|
Re: Mines
99% sure that they can cause casualties on retreaters.
|
May 26th, 2012, 06:10 PM
|
|
Captain
|
|
Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
|
|
Re: Mines
Quote:
Originally Posted by Warmonger
In the scenario I'm playing there were 11 instances of units falling back due to enemy fire into hexes containing mines. There were no casualties as a result. Are mines checked for during fallback?
|
If already discovered infrty units will likely avoid mines when retreating,but if in full rout status maybe not.
|
May 26th, 2012, 07:37 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Mines
I believe the code test for tripping a mine in the case of retreat is when the unit moves out of the hex with the mines not in and that is when it will take casualties *IF* the unit trips a mine but the full answer will have to come from Andy and he's not available right now.
Remember, engineers can clear mines from the adjacent hex but regular infantry has to be "healthy" and in the same hex with the mines and I believe this is why a unit can retreat into a mined hex without tripping a mine right away. On the next turn if they continue to retreat then that's when you might get one going off.
( or clearing .....if they were healthy they would start the process of clearing the mines the turn after then entered the mined hex)
I ran a test scenario to double check and if force to retreat into a mined hex there is usually no reaction until they are force to retreat again. This is normal. There will be cases where a mine is trigged on entering and this is normal random number generation . This occurs sometimes when a healthy infantry unit enters a hex to to clear mines
Don
Last edited by DRG; May 26th, 2012 at 07:59 PM..
|
May 27th, 2012, 04:01 PM
|
Corporal
|
|
Join Date: Mar 2012
Posts: 91
Thanks: 6
Thanked 1 Time in 1 Post
|
|
Re: Mines
So far those that retreated out of the mined hexes didn't get any casualties either.
Observing normal, rather than fallback, movement it appears that they trigger the mines on entry because the unit's movement goes to zero and it's still sitting in the mined hex.
I need to emphasize this is during fallback not ordinary retreat or rout movement.
|
May 27th, 2012, 05:14 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Mines
When I test this ( and I just did ....again, and the results can be seen in the replay) I had one unit pull back ( NOT "fallback" ..) to a mined hex with no mine reaction but when they were fired at again and were forced out of that hex they DID trigger a mine reaction AND I have seen two different units unit forced to pull back into a mined hex that DID generate a reaction from the mines that DID generate casualties BUT like virtually everything else in this game results rely on random factions so that doing 1 + 2 does NOT always result in 3 so what you are saying you never see happen to you HAS happened in tests to me all on the same turn of a test scenario and that is normal game behaviour.
Don
|
May 28th, 2012, 01:38 PM
|
Corporal
|
|
Join Date: Mar 2012
Posts: 91
Thanks: 6
Thanked 1 Time in 1 Post
|
|
Re: Mines
Thanks, Don. The way you describe it is the way I imagined it would work, however when I noted the long string (even longer since I made the post) of no mine action, I began to wonder. Is it possible some other factor is affecting the results, perhaps a smaller number of mines per hex? The scenario is 272.
|
May 29th, 2012, 09:05 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Mines
Yes, smaller numbers of mines would affect the results, my tests were with 2 "mines" per hex.
Don
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|