Bridge blowing
Posted: Sun May 10, 2015 1:01 pm
When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
I admit it doesn't happen often though...
The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
You can set up a trigger/event in the editor that will blow a bridge ie when an enemy unit enters a particular hex. I've used in a new scenario, pretty effective.gunnergoz wrote:The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
Very cool feature for a scenario designer. Too bad if the AI can't play a scorched earth strategy, it would add to the depth of the game. But sometimes I'm having so much fun that I forget this is a beer and pretzels war game and not a monster game like War in the Pacific. Too bad there is very little in TBS games that fits in between the two genres.Erik wrote:You can set up a trigger/event in the editor that will blow a bridge ie when an enemy unit enters a particular hex. I've used in a new scenario, pretty effective.gunnergoz wrote:The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
I don't think the AI is capable of destroying bridges.
+1BHunterSEAL wrote:I wouldn't mind seeing tac or strat bombers get the ability to target bridges with a 25-50% chance of destruction... the restriction on engineers blowing when an enemy unit is adjacent makes it really difficult to include bridge blowing in a viable defense-in-depth strategy. Especially because engineers are so weak in combat--coupled with the fact that they're on a river tile--the adjacent hex restriction seems unnecessary.
Better yet. I'm all for this kind of thinking.robman wrote:Perhaps bridges could best be modeled as structures with defense values against various kinds of attack. Engineers would have the highest "anti-bridge" attack value but the odds of success would always be less than 100%. Different types of bridges might have different defense values.
Problem with this is currently there's only room for 1 unit pr hex and structures are essentially units.robman wrote:Perhaps bridges could best be modeled as structures with defense values against various kinds of attack. Engineers would have the highest "anti-bridge" attack value but the odds of success would always be less than 100%. Different types of bridges might have different defense values.