Bridge blowing

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Erik2
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Bridge blowing

Post by Erik2 »

When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
robman
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Re: Bridge blowing

Post by robman »

In the same vein: Are there any constraints on bridge blowing? Adjacent enemy units? Some chance that the demolition will be unsuccessful? Many is the battle that was decided by an unsuccessful bridge demolition.
Erik2
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Re: Bridge blowing

Post by Erik2 »

The unit destroying the bridge needs an unoccupied hex to retreat to. There may be some resource cost as well, can't remember.
gunnergoz
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Re: Bridge blowing

Post by gunnergoz »

Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.
Erik2
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Re: Bridge blowing

Post by Erik2 »

gunnergoz wrote:
Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.
You can set up a trigger/event in the editor that will blow a bridge ie when an enemy unit enters a particular hex. I've used in a new scenario, pretty effective.
I don't think the AI is capable of destroying bridges.
gunnergoz
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Re: Bridge blowing

Post by gunnergoz »

Erik wrote:
gunnergoz wrote:
Erik wrote:When a unit is on a bridge and it blows. Is it possible to add some damage to the unit in an update?
I admit it doesn't happen often though...
The engineer unit has to be on the bridge to blow it. The engineer is not damaged, but must immediately select another adjacent hex to retreat to. No enemies are on the bridge when it blows. And blowing the bridge costs 10 RP IIRC.
You can set up a trigger/event in the editor that will blow a bridge ie when an enemy unit enters a particular hex. I've used in a new scenario, pretty effective.
I don't think the AI is capable of destroying bridges.
Very cool feature for a scenario designer. Too bad if the AI can't play a scorched earth strategy, it would add to the depth of the game. But sometimes I'm having so much fun that I forget this is a beer and pretzels war game and not a monster game like War in the Pacific. Too bad there is very little in TBS games that fits in between the two genres.
BHunterSEAL
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Re: Bridge blowing

Post by BHunterSEAL »

I wouldn't mind seeing tac or strat bombers get the ability to target bridges with a 25-50% chance of destruction... the restriction on engineers blowing when an enemy unit is adjacent makes it really difficult to include bridge blowing in a viable defense-in-depth strategy. Especially because engineers are so weak in combat--coupled with the fact that they're on a river tile--the adjacent hex restriction seems unnecessary.
gunnergoz
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Re: Bridge blowing

Post by gunnergoz »

BHunterSEAL wrote:I wouldn't mind seeing tac or strat bombers get the ability to target bridges with a 25-50% chance of destruction... the restriction on engineers blowing when an enemy unit is adjacent makes it really difficult to include bridge blowing in a viable defense-in-depth strategy. Especially because engineers are so weak in combat--coupled with the fact that they're on a river tile--the adjacent hex restriction seems unnecessary.
+1
adherbal
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Re: Bridge blowing

Post by adherbal »

Yeah that would be cool. It would also allow offensive bridge destroying to trap/slow down enemy forces against a river :)
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robman
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Re: Bridge blowing

Post by robman »

Perhaps bridges could best be modeled as structures with defense values against various kinds of attack. Engineers would have the highest "anti-bridge" attack value but the odds of success would always be less than 100%. Different types of bridges might have different defense values.
gunnergoz
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Re: Bridge blowing

Post by gunnergoz »

robman wrote:Perhaps bridges could best be modeled as structures with defense values against various kinds of attack. Engineers would have the highest "anti-bridge" attack value but the odds of success would always be less than 100%. Different types of bridges might have different defense values.
Better yet. I'm all for this kind of thinking.
Erik2
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Re: Bridge blowing

Post by Erik2 »

robman wrote:Perhaps bridges could best be modeled as structures with defense values against various kinds of attack. Engineers would have the highest "anti-bridge" attack value but the odds of success would always be less than 100%. Different types of bridges might have different defense values.
Problem with this is currently there's only room for 1 unit pr hex and structures are essentially units.
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