Spawning minefields
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- Corporal - 5 cm Pak 38
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- Joined: Fri Oct 07, 2016 3:24 pm
Spawning minefields
Hiya all,
In the scenario editor is there a way offer a player a minefield (or many minefields) and a choice of hexes to put them on?
The only think I can think to have engineers in deployment phase, use them to deploy mines in turn 1 and then have the engineers removed from the game?
Ta
In the scenario editor is there a way offer a player a minefield (or many minefields) and a choice of hexes to put them on?
The only think I can think to have engineers in deployment phase, use them to deploy mines in turn 1 and then have the engineers removed from the game?
Ta
Re: Spawning minefields
If you just want to have a minefield on the map, put it down from the units bar (neutral side).
You can spawn mines by trigger just like other units. You can also couple it with a yes/no dialogue choice if you want.
But if you want to add lots of these choices via scripting it may not be feasible anymore at some point.
So it depends how far you want to go with this.
You can spawn mines by trigger just like other units. You can also couple it with a yes/no dialogue choice if you want.
But if you want to add lots of these choices via scripting it may not be feasible anymore at some point.
So it depends how far you want to go with this.
Re: Spawning minefields
Or assign the player an engineer unit
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- Corporal - 5 cm Pak 38
- Posts: 43
- Joined: Fri Oct 07, 2016 3:24 pm
Re: Spawning minefields
Yes.
I'm copying a scenario from a scenario book for a set of wargames rules to take my Editor skills to the next level and free deployment of mines is part of the scenario.
I'll look at the mine spawning but key thing is the freedom to choose where to place the mines as deployment is free in the scenario.
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- Corporal - 5 cm Pak 38
- Posts: 43
- Joined: Fri Oct 07, 2016 3:24 pm
Re: Spawning minefields
Interestingly, in my scenario, if the player omits to deploy the engineers to lay mines in turn 1 they are not auto removed by the trigger in turn 3 (turn 2 to deploy the mines).
Re: Spawning minefields
Trigger effect "Remove Unit" set to "exit" should work.
Re: Spawning minefields
An over-the-top maximalist approach could be to put a load of cargo trucks or construction groups in the players Core at the start of the scenario.
Tell them to put those units where they want mines, then have a load of triggers that test all the valid hexes with the game removing that unit and deploying a mine at any location where one is present?
Then have a catch-all trigger to mop up any of that type of unit that are remaining out of the minable area or in the reserve.
Tell them to put those units where they want mines, then have a load of triggers that test all the valid hexes with the game removing that unit and deploying a mine at any location where one is present?
Then have a catch-all trigger to mop up any of that type of unit that are remaining out of the minable area or in the reserve.
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- Field Marshal - Elefant
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Re: Spawning minefields
Shards wrote: ↑Wed Oct 28, 2020 2:56 pm An over-the-top maximalist approach could be to put a load of cargo trucks or construction groups in the players Core at the start of the scenario.
Tell them to put those units where they want mines, then have a load of triggers that test all the valid hexes with the game removing that unit and deploying a mine at any location where one is present?
Then have a catch-all trigger to mop up any of that type of unit that are remaining out of the minable area or in the reserve.
Re: Spawning minefields
heh, Kerensky and I obviously have the same hacky mind
Re: Spawning minefields
Besides just laying down mines at the start of a scenario, it would be really nice if you had control to set down bunkers and pillboxes as well. Often times scenarios have these things set up in the worst way possible to where they almost do nothing to slow or delay the enemy.
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- Field Marshal - Elefant
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Re: Spawning minefields
smokeitup wrote: ↑Mon Nov 02, 2020 4:52 am Besides just laying down mines at the start of a scenario, it would be really nice if you had control to set down bunkers and pillboxes as well. Often times scenarios have these things set up in the worst way possible to where they almost do nothing to slow or delay the enemy.
Re: Spawning minefields
It would be nice if engineers were able to construct bunkers. Maybe tie this to a couple of specialisations (regular and concrete bunker).
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- Field Marshal - Elefant
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Re: Spawning minefields
Or Bautrupp
Re: Spawning minefields
Bautrup is a good candidate, but at least a few other factions would need a similar type of engineers (beside the US Seabee).
I would prefer limiting this functionality to non-combat engineers.
Rail construction could be added to the list as well. Rail destruction could be added to regular engineers and partisans/paratroops (and maybe more).
I would prefer limiting this functionality to non-combat engineers.
Rail construction could be added to the list as well. Rail destruction could be added to regular engineers and partisans/paratroops (and maybe more).
Re: Spawning minefields
Hmmm, I now want to make an AttackvsDefence map with that Defensive Doctrine spec!
Re: Spawning minefields
Just had a quick experiment with Defensive Doctrine.... wow, that's hilariously overpowered as it stands
I can see it being okay in the Rising Sun campaign that's very parsimonious with it's RP, but elsewhere... it's a recipe for a field full of bunkers
I've an idea for how to use it in an MP map, but I think we'd need to take a hard look at the mechanics before we could possibly roll it out to other forces without risk of utterly breaking the campaign balance for most scenarios.
I can see it being okay in the Rising Sun campaign that's very parsimonious with it's RP, but elsewhere... it's a recipe for a field full of bunkers
I've an idea for how to use it in an MP map, but I think we'd need to take a hard look at the mechanics before we could possibly roll it out to other forces without risk of utterly breaking the campaign balance for most scenarios.
Re: Spawning minefields
Maybe defense structures (and bunkers) should simply replace the inf unit with the structure. That should force the players to think long and hard about using this.
Or use 8-9 strength points of the original unit.
Or use 8-9 strength points of the original unit.
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- Corporal - 5 cm Pak 38
- Posts: 43
- Joined: Fri Oct 07, 2016 3:24 pm
Re: Spawning minefields
Technically a bunker has to be manned (or personed....) so replacing the unit is a good shout... but then should it be repairable?
Re: Spawning minefields
Did a quick experiment:
https://youtu.be/fCBz1T-HxiI
Two Japanese Nations on the same side. One with your core forces, the other with Defensive Doctrine. Units can return to a resupply point to gain enough strength to build a new bunker.
https://youtu.be/fCBz1T-HxiI
Two Japanese Nations on the same side. One with your core forces, the other with Defensive Doctrine. Units can return to a resupply point to gain enough strength to build a new bunker.
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- Field Marshal - Elefant
- Posts: 5862
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: Spawning minefields
There are two different factions for the Japanese (Japan & IJN(noEditor)).Shards wrote: ↑Mon Nov 02, 2020 2:38 pm Did a quick experiment:
https://youtu.be/fCBz1T-HxiI
Two Japanese Nations on the same side. One with your core forces, the other with Defensive Doctrine. Units can return to a resupply point to gain enough strength to build a new bunker.