Minefields?

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

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Capt Cliff
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Minefields?

Post by Capt Cliff »

Why are there no minefields? Good way to slow an advance!
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warnevada
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Re: Minefields?

Post by warnevada »

This came up in Alpha testing. Vic felt that it would complicate the logic too much. You would have to give units the ability to plant mines and to clear mines. Once planted, which units know the mines are present? Which units know the layout of the minefield so they can pass through the hex? You would need to add mine detection equipment to some units rosters and allow slower mine clearing for units without detection equipment. What are the odds of hitting a mine, for vehicles, for men?
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Capt Cliff
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Re: Minefields?

Post by Capt Cliff »

warnevada wrote: Tue Mar 01, 2022 9:20 pm This came up in Alpha testing. Vic felt that it would complicate the logic too much. You would have to give units the ability to plant mines and to clear mines. Once planted, which units know the mines are present? Which units know the layout of the minefield so they can pass through the hex? You would need to add mine detection equipment to some units rosters and allow slower mine clearing for units without detection equipment. What are the odds of hitting a mine, for vehicles, for men?
So you are saying the program AI can't handle mines. But with a human vs human it could? Then deactivate mines with an AI opponent or have the mines not affect an AI opponent. No mines is a PBJ with no J!
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warnevada
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Re: Minefields?

Post by warnevada »

No, I'm saying that a lot of logic would need to be added to the combat/movement routines to handle mines for relatively little effect on the game.
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Vic
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Re: Minefields?

Post by Vic »

In many ways entrenchment already assumes the usage of minefields, however the effect here is not permanent. This is the same for entrenchment in general, anything build up will be lost when moving. Having some more permanancy to this is something on the drawing board for next engine versions.
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