Forums

Full Version: I.E.D.'s
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Hey Mike (Warhorse)

Long time no chat, hope all is well with you!!

Could you explain in some detail how the I.E.D.'s work in your KW update?

I'm fiddling with a fictional scenario and if they work they way I think they do; somewhat like mines but unseen it would make the scenario more than interesting.

John (Ivan the Big)Cigar5
(02-16-2014, 04:30 AM)Ivan The Big Wrote: [ -> ]Hey Mike (Warhorse)

Long time no chat, hope all is well with you!!

Could you explain in some detail how the I.E.D.'s work in your KW update?

I'm fiddling with a fictional scenario and if they work they way I think they do; somewhat like mines but unseen it would make the scenario more than interesting.

John (Ivan the Big)Cigar5

Hey John,

Only a few units are able to use them, but here they are-

U.S.-Ranger platoons
NKPA-Guerrilla's, and scouts
PLA-Scouts and Civilian Infiltration Platoons

Usage-
Improvised Explosive Device (IED)/ Booby traps. IEDs are essentially explosive devices placed so as to harass and/or cause casualties to enemy forces. They are largely used by insurgent/irregular forces and Special Forces type units and can be highly effect. In CS they are represented by one shot level 3 mine fields that may or may not explode whenever a unit enters a hex containing one. Once activated, the IED goes away, and all forces in the affected hex are subject to normal mine induced casualty processing. IEDs can be placed either through the scenario editor or by IED capable units during a game. IEDs are placed in exactly the same way that mine capable units lay mines, i.e. through the selection of the Lay Mines/IED option from the unit menu. As with mines when the selection is made, there is a percentage chance that the IED placement will be successful. Once the IED is placed it has no friends and has a percentage chance of exploding whenever any unit/units enter the hex. Even mine clearing capable units can suffer damage from an IED. If a mine clearing unit does enter a hex without setting off the IED, it will successfully clear the IED by its next turn. When an IED is placed, like a mine, its location is marked by an IED counter or by a one sign mine field marker. Only one IED can be placed in a hex. IEDs cannot be placed in hexes containing mines, nor can mines be placed in hexes containing IEDs. Mine laying units are not eligible to set IEDs. Units eligible to emplace IEDs are most insurgent/terrorist units, Special Forces and Recon infantry, and VC LF Sappers. Placing an IED causes the unit to go into a low ammo status. Eligible units must have 100% of their activity points available, be undisrupted, and be in good ammo status.

Hope this helps. Wyatt made these exe's for me awhile back, I haven't been able to find time to play around with this much, I'm afraid!! Glad you are messing with it still, I am going to redo the 2dicons on this as well eventually like the other games!
Thanks Mike for the excellent detail on I.E.D.'s. Can't wait to see these things work.

Cheers!
JohnCigar5