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Well, now that i can post i am going to talk about something i allways dislike in PzC series.... mines, lets see.

In PzC mines are "neutral" they affect same both sides, they dont see if the poor guys over them are friends or not and i think that is time to change this, my idea is this.

In last SB, WWI, now trenches have a owner, i think that is possible do something like this with mines.

Mine fields have an owner when a friend unit enter on it it doesnt "open" the field to enemy (no white bar, enemy needs enter to open it) and has a % of protection VS mines (maybe here quality can influence this and the unit type, vehicles and guns can have a worst %), with this you can send troops to counter strikes and of course, recover units that hold positions in first line (i think in Tunis43 and the scen of Mareth line, El-Alamein...) and launch attacks behind own minefields (maybe do % of casualties when enter in own minifield variable with time to have friendly mine fields deadly in first turns).

Other interest add is that when a engenier unit clear mines there is a % of win the control over the minefield, example, you enter in a mine field of 2 mines, one is removed but the unit win control over the hex, you dont need clear the last mine and you have the option to mantein it or remove it.

As are now minefields are sometimes a problem for defender in certain scens and prevent a lot his use to delay enemy attacks (very rare times i deploy a minefield in retreat because it not only stops enemy) if you need pass it and open the minefield to enemy and you lose men as bonus.
there is a thread about this somewhere, were someone posted a RL Wehrmacht AAR, in which the commander deplored the shoddy friendly intel costing him damaged Tigers.

The mine systems is not perfect, but I highly doubt John Tiller has any inclination tweaking the code for mines
(01-06-2013, 07:44 AM)Aditia Holdem Wrote: [ -> ]there is a thread about this somewhere, were someone posted a RL Wehrmacht AAR, in which the commander deplored the shoddy friendly intel costing him damaged Tigers.

The mine systems is not perfect, but I highly doubt John Tiller has any inclination tweaking the code for mines

I posted that - here is the excerpt again. And this was before a major operation that had been planned for months....

[Image: 9f2f021854Mines%201.jpg]
[Image: 04d88faa3aMines%202.jpg]
[Image: 1fecb8a84eMines%203.jpg]

David
(01-06-2013, 05:16 AM)Xaver Wrote: [ -> ]Other interest add is that when a engenier unit clear mines there is a % of win the control over the minefield, example, you enter in a mine field of 2 mines, one is removed but the unit win control over the hex, you dont need clear the last mine and you have the option to mantein it or remove it.

There already is a mechanism in the game to do just what you suggest.
  • Enter a minefield with an engineer unit.
  • Use the menu command to turn of the clearing of the minefield.
  • Next turn move freindly units through the minefield in travel mode.

In this sequence, the mines are penetrated to allow friendly supply to move through the hex, even after the engineer moves away. If there is no need to clear a minefield of 2x or 3x size, just use this tactic to move through it. You can even leave a 1x minefield in place with this tactic.

Dog Soldier
Thanks Dog Soldier, i miss this game mechanic.

Well, is true that minefields affect even his owners but are other situations where units can pass them without high loses or leaving minefields open to enemy... i dont say reduce to 0 casualties in own mine fields, i say reduce damage dealed to friendly units (and not equal to all unit types, vehicle units sure need suffer a bigger % casualties because they dont have the number of "eyes" and "feet" infantry has) and at least made the use of minefields more usefull in retreats... i never deploy minefields in retreat in a road because is a big problem on this situations, you lose more than win when deploy one apart that you can save units in "listening posts" because now retreat them means lose a lot of soldiers (usually these advanced spotters have behind 2-3 strength minefields) and open them to enemy.

Ummm maybe is an older post about mines, now i remember read something about it, sorry, i dont remember it.

PD: i know that PzC (as all Tiller games) are far from be perfect but first step is find what is not working very well to change or improve it.