Landmines...uh...ok...[message #157102]
|
Thu, 13 September 2007 00:31
|
|
damsgard |
|
Messages:63
Registered:September 2007 Location: Norway |
|
|
If you got them, you should be able to use them, but what is the point when militia, civillians and even your own mercs keep crossing them and getting scattered all over the erea... Whats the point with them? Tried to use them once against bloodcats, but for some reason they ran around and avoided them... why... why?????
one thing is that the enemy uses them against you, ok by me, it is war allright. But hey, how abaout the other way around?
[Updated on: Thu, 13 September 2007 00:41] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
|
Re: Landmines...uh...ok...[message #162647]
|
Thu, 25 October 2007 14:20
|
|
Starwalker |
|
Messages:759
Registered:October 2005 Location: Hannover, Germany |
|
|
Mines are very effective when used against the Hicks.
Just go into the sector during the day, place your mines in front of the doors (just keep the minelaying guy on the same tile [otherwise the Hicks may trigger them early], so more than 6 mines are not easy to place).
Withdraw using the strategical screen and then come back during the night. The Hicks are hostile and one of two things will happen (once you made your presence known): They do not notice your mine(s) and thus trigger them, or they do notice them and are unable to cross the tile (and because the mine lies in front of a door, the Hicks cannot leave the building...).
Whether or not your mines are noticed depends on the Level of the person laying the mine (mines placed by high-level mercs are harder to notice). So putting mines at the dormitory doors should be done by low-level mercs, so the Hicks stay in and cannot swarm you.
It's almost too easy that way...
The other way to use landmines is to repair fences (lay the mine(s) into the gap, then uncover them later so that the blue flag appears, and then the tile is no longer available for movement), or to channel enemies into killing zones (for this you need lots of mines, just place and uncover, so that blue flags appear. The enemy cannot cross blue-flagged minefields and goes around them [just where you wanted them], very nice for the Drassen counterattack in 1.13).
Report message to a moderator
|
|
|
|
Re: Landmines...uh...ok...[message #162754]
|
Fri, 26 October 2007 10:01
|
|
Rass0305 |
|
Messages:17
Registered:October 2007 |
|
|
I find mines pretty sweet, im using them in defending towns, my soliders are in cambria defending it and training militia, when i see an enemy unit appear right outside the city(on the strategic map), there will usually be an attack pretty soon, so i set my guys ready in the building, make minefields to the usual entry points the enemy has when attacking from the west, should the enemy be west of the sector im trying to defend. In my game ive defended each of my city sectors multiple times, so i know where i should expect the enemy to come from. Minefields work rather well for me, or serve their purpose, because i dont have enough mines, and dont have the time to go and order and get new ones from drassen all the time, i use the mines as a way to soften up the baddies, sometimes i have more luck some times i have less, but im happy even if a mine just hurts even one of them, since then he will be less effective in a fight, not having toes and all, and if they dont step on them this time you can just go and pick them up to use in the next defense.
In my opinion mines arent supposed to be a "sure thing", they are a "just in case", "hopefully" and /or a "maybe". If anyone can understand what i wrote or meant by that(lol).
Report message to a moderator
|
Private
|
|
|
Re: Landmines...uh...ok...[message #163705]
|
Mon, 05 November 2007 16:32
|
|
Kensuke |
|
Messages:40
Registered:May 2007 |
|
|
Landmines work. When defending the Drassen SAM site early on I used the mines that were control room building. I placed both in that space between the guard shacks, and they predictably advanced through there when the fighting started. One detonated and blew an elite all to hell (and turned a nearby dead body I managed to shoot into red paste). They're not fantastic and you can't carry nearly enough, but they do work. You can dig up about a dozen of them from the central SAM site if you don't want to order them from BRs. You need a VERY good explosives guy in order to do it though. Even Barry f$#* it up occasionally.
Actually, what would be totally kick ass, would be a remote detonated claymore that throws out ball bearing crap (like a big shotgun, but with a wider spread and more pellets), but I'm getting ahead of myself...
Starwalker, regarding the Hicks: I find C4 with remote detonators to be more satisfying. Blow a hole in the dormitory. Throw some 'nades in. And then shoot the ones stupid enough to stagger out with their ears rigging. Works best at night.
- John
[Updated on: Mon, 05 November 2007 16:36] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
Re: Landmines...uh...ok...[message #172943]
|
Fri, 25 January 2008 02:04
|
|
Smedley |
|
Messages:8
Registered:January 2008 Location: Germany |
|
|
well,
with that - permanently new - ni-stuff im not so far in the game allready, but my stile of playing the game means to get the 3rd city around day=200, that means i have a lot of time and normally i don't allow d's army to travel the countryside. so while dealing with crepitus in a slow manner ('cause i have to bring tons of yars to that special mine - thanks to ni i can store them in timms-gear) i don't have so many mercs to defend grumm (to be freed on the spot, when the first crepitus shows up) so i put one roof-top-sniper there and lay lots of mine-fields (2 empty tiles each direction). whatever enemy passes them gets a good chance of being blown up by my c4-patterns or fired upon by my rooftop-sniper with a mortar (as br=normal it takes also time to accumulate proper stocks of shells). if the enemy does come too close he uses his psg-pdw to finish those poor bastards off. that makes a lot of loot (even without enemy-drop-all) and explosives-skills. as i don't sell anything to whoever comes along - all has to be repaired carefuly and sold to the coresponding merchand. simply love merc-stats ending with an '0' - each.
grz
Smedley
p.s. in vanilla you got ctds if there were too many explosions in one turn => [ctrl]-[s] and then the bomb-trigger
[Updated on: Fri, 25 January 2008 02:05] by Moderator Report message to a moderator
|
Private
|
|
|
|
|
Re: Landmines...uh...ok...[message #202090]
|
Thu, 20 November 2008 14:29
|
|
Badbru |
|
Messages:63
Registered:January 2008 Location: Perth Australia |
|
|
Or, you can mix and match. Click yes and place a few blue flags down and no to not reveal other mines, so when they avoid the flagged mines they run right into the un flagged mines.
Be devious!
[Updated on: Thu, 20 November 2008 14:30] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
Re: Landmines...uh...ok...[message #205934]
|
Fri, 09 January 2009 13:56
|
|
K33N |
|
Messages:24
Registered:January 2009 Location: Sweden |
|
|
Set up landmines of every door exit in a sneak operation and teargas or mustardgas the whole place. Such a scenario could be found if you try to kill the kingpin.
Report message to a moderator
|
Private 1st Class
|
|
|