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I Me Mine

Posted: Sun May 24, 2015 10:00 am
by Erik2
Laying mines from flying boats is a much-used tactic in naval scenarios. I seldom saw this doing beta, we were probably a conservative bunch.
In fact, I think it is getting a bit unhistorical the way you can drop mines in all directions at every turn from an ever-flying plane.
I think some mentioned earlier that there should be a cool-down feature for mines, similar to torpedoes. Good proposal.
Maybe also jack the price of mines up.
Lastly, I sincerely hope that some day, in the not too distant future, float planes and flying boats shall need to refuel like the rest of us.
This has evolved into a giant Howard Hughes-project.

Mr G.Harrison

Re: I Me Mine

Posted: Sun May 24, 2015 12:17 pm
by Longasc
Are the mines too inexpensive?
20 RP per mine, isn't it?

Till Okinawa I was always tight on RP as American. Now I am swimming in RP but have to attack, so mines are a non-factor for me atm.
So far I only saw Dragoon use mines on sea in Midway to great effect. But one could argue, was it the mines or the heavy scripting and related issues?

I don't know what other players do, but so far I didn't get the impression that mines are too cheap and overused, be it on land or sea. I think their price is quite right, as I rather want them a little cheaper while you argue for more! :)

Re: I Me Mine

Posted: Sun May 24, 2015 1:31 pm
by Erik2
OK, if the price is 20 it is fine. Reload cool-down for a few turns coupled with fuel functionality for recon planes may do the trick.
I can also lower the resource pr turn in my scenarios... :roll:

Thing is, if you have a few flying boats you can relatively easy block a convoy's route on the fly with mines.
Mines were pre-placed in certain areas, not used as an instant weapon.
That's why I'd like to nerf them somewhat in naval scenarios.

Re: I Me Mine

Posted: Mon May 25, 2015 3:01 am
by simcc
I think mine don't need cool down but rather a reload like flying back to airfield, carrier to grab those mines. How many mine can a float plane carry lol it's seems nvr ending supply atm which is not realistic. :)

Re: I Me Mine

Posted: Mon May 25, 2015 6:23 am
by Erik2
simcc wrote:I think mine don't need cool down but rather a reload like flying back to airfield, carrier to grab those mines. How many mine can a float plane carry lol it's seems nvr ending supply atm which is not realistic. :)
Yes, but the same goes for torpedoes and bomb loads. I think it is done this way to not break up the flow of the game.
But it would be interesting to see how one-strike, longer/faster ranged air units would work with 3 turns of fuel.
One turn to move out, one turn to recon/attack, one turn to head back to the carrier/hangar.

Re: I Me Mine

Posted: Mon May 25, 2015 7:39 am
by simcc
Play a lot in this game and start to realise torpedoes is mainly support rather than killing as the cool down hurt the attacking strength and staying in air kinda like sitting ducks for fighter so I use them to weaken full strength BB or carrier then finish off with bombers as it will take less dmg for my bomber hence less replacement needed hehehe

Re: I Me Mine

Posted: Mon May 25, 2015 2:25 pm
by Brenmusik
Erik wrote: ...it would be interesting to see how one-strike, longer/faster ranged air units would work with 3 turns of fuel.
One turn to move out, one turn to recon/attack, one turn to head back to the carrier/hangar.
At least halve the fuel and double/treble the distance. Also increase the flak damage to make a second pass a
dangerous undertaking.

Re: I Me Mine

Posted: Mon May 25, 2015 2:36 pm
by Dragoon.
Well honestly, except for Midway in the end mines are pretty wasteful and little significance. At least in a land scenario, two regular inf units for 30 points can do way more damage, than 3 mines for the same cost ever will. Even if you have no command points left but 20, 40, 60 resources points for waste, then those are better spent on rebuilding a unit after a doing a pulling trap, and you would still end up ahead afterwards.

Edit: It should be noted that mines worked so well in Midway, is not because they are overpowered, but because the scenario design and AI is flawed. Despite many exit hexes are available, only 5 are actually used, and the AI don't know how to clear naval mines eithe. However a dev said already this is going to change.

Re: I Me Mine

Posted: Mon May 25, 2015 8:47 pm
by Erik2
I have a MP naval game running and mines are very effectively blocking Japanese transports on their way to Port Moresby.
They got slowed down so much that other USN units caught up with them.
I'm not blaming my opponent, well played, I must say. But not very based in naval history.
I'll nerf the resource pr turn in my naval scenarios.

Re: I Me Mine

Posted: Tue May 26, 2015 2:21 am
by simcc
Using 1-2 mine on land to protect the flank is great which is wat I did in Guadalcanal (US) but if you over mined then it's a waste of resources. In Bataan I also mine a single mine on the left side area in the road forcing a massive delay of advancement from Japanese on that flank as they need to move thru jungle and difficult terrain. I drop naval mines on critical situation where a IJN DD or CA survive a full broadside of my BB and is within 4 hex of my BB then I will drop a mine in btw them then withdraw my BB this is only to save my BB from being torpedoes as the extra movement to avoid the mine help put a distance in which will be away from torpedoes range.

On Japanese campaign again Guadalcanal is where I use mines to protect that second pocket 2 mines in total to avoid being flank. And New Zealand map where we need to save that General also I use mine to protect my flank as there is a lot of armor

Re: I Me Mine

Posted: Tue May 26, 2015 5:59 am
by Dragoon.
Yeah, the bunker is great to lay mines around. Completely ruins the AI attack on it, while the engineer is gone to link up with the other pockets.