Poor man version of Mines

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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Major Disaster
Posts: 47
Joined: Mon Dec 05, 2005 6:31 am

Poor man version of Mines

Post by Major Disaster »

I know that mines and roadblocks were dropped for this version for better emersion features. Also, I understand that the "right" way to do mines and roadblocks is to make in game modifiable terrain and that this is a big task. But I am thinking that there may be a poor man's way of doing mines that might be in scope for the bulge game. From my understanding of the BotB there were no huge minefields such as were in North Africa. Rather, there were sporatic small minefield patches here and there that not need to be breeched but could usually easily be circumnavigated once detected. This type of minefield could be modled as a static unit with zero range combat value. An enemy unit moving over this mine unit would be subject to casualties/disruption unless they spot the unit first. Spotting could be a function of how fast one is moving and whether one has engineers. Once spotted (either prior to losing a vehicle or two or after) the mine unit would be removed (i.e. it is marked and can hence be avoided). This would allow the sporatic employment of minefields here and there along roads such that a unit migh elect to slow down or risk losing vehicles to undetected minefields. Perhaps roadblocks could be modled in a simular fasion as a static zero range combat unit that adds a bit of disruption to units it "attacks" until it is removed simulating a way around the roadblock was found.
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: Poor man version of Mines

Post by GoodGuy »

Interesting idea for a work-around... I'd prefer the real deal tho [:D] Freely placeable thingies for the MapMaker, with the right look+feel thingy.

There was a somewhat bigger minefield called "Wilde Sau" (might translate to "frantic sow") in Hürtgenwald - Forest, Germany, which might have covered the western approaches to several small towns, just like a belt. Not sure about the size though. It's been ridiculously small compared to the gigantic mine-"belts" placed by the Germans and by the brits (Tobruk?) in North Africa, for sure.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

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"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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