[Gameplay][Mines][9.0]

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Erik2
Order of Battle Moderator
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[Gameplay][Mines][9.0]

Post by Erik2 »

Mines are really weak, bordering on the pathetic.
In the screenshot below the jeep ran into the (unknown) minefield, removed 3 mine strength points and only suffered 1 loss.
This is pretty unrealistic.
In addtion the jeep (being recon) could move a further 3 hexes.


I propose that only mineclearing units should be able to remove mine strength points.
Any other unit moving into a minefield should suffer a loss and immediately be forced to halt.
This would make mines a serious hinder and persuade players to have include one engineer unit with a formation.
mines.jpg
mines.jpg (35.69 KiB) Viewed 758 times
Laotse1990
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: [Gameplay][Mines][9.0]

Post by Laotse1990 »

Same problems in Version 9.0.3. Totally agree, they are also very expensive to put. Once I put up a mine, which costs 20, and passed a truck that only suffered one loss. This is completely ridiculous. It would even be good if the engineers, after laying the mine, could get away by truck on the same turn. Same to destroy bridges.
GabeKnight
Lieutenant-General - Karl-Gerat 040
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Re: [Gameplay][Mines][9.0]

Post by GabeKnight »

Erik2 wrote: Mon Feb 15, 2021 3:22 pm I propose that only mineclearing units should be able to remove mine strength points.
Any other unit moving into a minefield should suffer a loss and immediately be forced to halt.
It's an older thread, but still.... agree.
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