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russian armor

Soviet mines vs German mines

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8 Jun 2013, 23:27 PM
#1
avatar of hubewa

Posts: 928

So pretty much, we have a strong disparity between minefields.

On one side, we have 35 muni soviet mines which are useful against light vehicles and infantry - pretty much like the COH1 mines.

On the other side, we have 60 muni anti vehicle mines and 85 muni anti infantry minefield. The latter takes ages to build.

Pretty much, in COH1, what stopped the M8 from roaming was that if it hit a mine, it would pretty much be dead. However, due to the cost of the mines from the germans and the comparitive cost of the clowncar, there is little reason to build mines. This allows the clowncar to just roam like crazy, which for an 80/20 unit, is ridiculous.

Hopefully, the S field would be replaced with normal minefields?
8 Jun 2013, 23:33 PM
#2
avatar of rofltehcat

Posts: 604

I also find the AP mine field to be rather cumbersome. Overall, it seems very cost efficient but there are not many places where you can place all 4 of the fields.
I think it would be better if (one of the two):
-the mines were a bit closer together
-you could turn the mine field (like a bunker so one of the fields doesn't get blocked by a tree or a rock)
20 Mar 2017, 03:54 AM
#3
avatar of Mistah_S

Posts: 851 | Subs: 1

Dont forget OP, you have the 35 Muni mine with a demo charge combo that knocks out a frigin Panther thank.

I'll trade my field mine for that any day.

Also, the German minefield really needs to have those warning signs removed... Your opponent cant spot a field and get rid of it by blind fire.
20 Mar 2017, 04:07 AM
#4
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Fucksake stop necroing this shit I typed out a whole response to this REEEEEEEEEEEEEE
20 Mar 2017, 05:44 AM
#5
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Thread made before game even released. That's some serious necro.
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