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View Full Version : Breaching for dummies..


Retro
03-04-2006, 11:10 PM
I played around with the breaching route and have a few questions.. I tried looking at the breaching demo setup but there's so much going on in that mission that it's a bit too confusing.. so here goes

The manual says that a MICLIC vehicle should be sent in first.. however I found that before I do that I have to detect that minefield.. and THAT means I have to send in a vehicle with scout orders, right? I tried infantry but they happily walked over the minefield without notifying anyone about its presence..

This scout vehicle has a very high chance of being killed.. I'd like to trigger on that event, however there does not seem to be a suitable entry in the condition logic for that.. neither 'indirect fire' nor any of the 'damage' entries seem to be triggered if a vehicle is hit by a mine.. so for the time being I have to trigger it myself..

Now the MICLIC.. I send it forward, with a breach route, it drives up to the minefield (make sure it is lined up correctly or the lane in the field is not really where you wanted it to be), buttons up and fires (make sure no infantry is in the path of fire or they'll get toasted). HOWEVER, after it has done this, it continues the breach route :shock: As there may be a few mines left there's an excellent chance that the MICLIC blows up.. how can I avoid that?

After the MICLIC come the tanks with rolls or plowers.. they'll clean up the rest of the mines (the manual talks that one roll/plower only survives a few mines, is that implemented?). After that comes an engineer vehicle, with breach route, which marks the lane (BTW the manual talks about deceptive mine field markers, I could not find them in the mission editor.. any pointers?). After that, normal traffic through the minefield can start.

As I don't know how to keep the MICLIC from following the breach route I sent in the tanks with the rollers first, they seem to work fine.. (pushing the dead scout before the first tank is also a nice idea - saves the rollers) :twisted:

Also a good idea is to have two routes through the minefield, one with breach orders (for the MICLIC, the rollers, the engineers), one with march orders (for the rest, they can travel at top speed).

So to reiterate my questions

Is there a way to make an enemy minefield visible from the start (without needing a sacrific^H^H^H^H^H^H^H^Hscout vehicle)?
How can I detect if the scout blew up on a mine?
Is there a way to keep the MICLIC from driving through the field after it fired its charge?
How often can the MICLIC fire anyway?
How many mines can a plower/roller withstand?
Where can I find the mine field markers, to set up a deception?


Sorry if this post is a bit confusing :?

[Edit: duh, I used buried mines.. of course no vehicle/infantry can detect something like this.. so I guess losses just have to happen in that case?]

Martyr
03-04-2006, 11:26 PM
Penal battalion?

Retro
03-04-2006, 11:40 PM
Penal battalion?

As long as I don't get any penalties :P

Played around a bit more, the engineers are not really needed.. the marked lane is nice, but the AI seem to know where (not) to go even without it.. should your engineers have died before their work was done, and you still want the lane marked, just push their burnt out hulk along the lane, it will be marked regardless :twisted:

Another thing I noticed is that all vehicles seem to rotate their turrets to the 3oc position, even if they are not using a breaching route..

Retro
03-05-2006, 12:21 AM
OK think I cleared up the MICLIC thing.. the manual says "Create a waypoint about 50m to 70m in front of the breach site and create a route with breach tactis straight acress the obstacle" - this is not needed (for the MICLIC), just create a second waypoint directly before the minefield, then join the two with a breach route and let the MICLIC march toward the first waypoint.. it will fire the missile somewhere between these two waypoints, afterward the second waypoint you can create a route that does not take the MICLIC through the field..

Also, the AI rollers and engineers will know where the MICLIC charge went, if it does not correspond to their preplanned route they will follow the lane, not the route (rather sensibly). So all is good :)

Retro
03-06-2006, 08:37 PM
Finally found the mine field markers, they are the 'panels' in the mission editor, under 'New ref point -> panel'. The line extending from the ref point indicates the front of the panel.

Now I kinda wonder how minefields should be marked (and if they are marked at all, seems kinda daft to bury mines and then make it this clear where to find them).

Ssnake
03-08-2006, 12:14 AM
Since breaching is a complex operation, it warrants a scenario of its own. so, one scenario should lead to (and end with) the discovery of a mine obstacle, the next would start with teh actual breaching operation.

Mav
03-09-2006, 01:46 AM
Finally found the mine field markers, they are the 'panels' in the mission editor, under 'New ref point -> panel'. The line extending from the ref point indicates the front of the panel.

Now I kinda wonder how minefields should be marked (and if they are marked at all, seems kinda daft to bury mines and then make it this clear where to find them).

Well Retro, noone says anything about putting the sign right on top of the mine field do they.....think of it as a bullseye :twisted:

Minefield placed 3000 meters north of sign - or west, or east, or not 3000 meters at all......

Ssnake
03-09-2006, 10:10 PM
...and then you can still place panels without a minefield to make the enemy THINK that there is one when in fact there is a gap for your own counterattack. Works with humans only, though.

Bluewings
03-09-2006, 10:34 PM
:idea: Thank you Nils :wink:

hehe ... :twisted:

Cheers . :3starSK:

koga
03-10-2006, 12:35 AM
i drove through a minefield of surface mines and went through it no prob :)