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  #11  
Old June 14th, 2017, 08:05 AM
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Default Re: MICLIC mineclearing?

If you think there are mines then go at 1 hex or so a turn. Stop 1 turn and walk one hex on alternate turns is better still.

Dismounted engineers are the best at detecting mines and IEDs, but wont do well if they are running at 6 hexes down a road!.
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  #12  
Old June 14th, 2017, 10:29 PM

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Default Re: MICLIC mineclearing?

Yes. Unfortunately in scenarios like Ulf Lundstrom's Kachanik Defile (#122) you've gotta go 4 to 5 klicks before you even get to the outskirts of town. With only 36 turns time's a bit tight. Maybe I should've tried the railroad instead of the road, eh wot?
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  #13  
Old June 14th, 2017, 11:03 PM
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Default Re: MICLIC mineclearing?

Well, the whole point of minefields is area denial, channel forces into a killing zone, and/or slow them while they're in a killing zone.
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  #14  
Old June 15th, 2017, 02:32 AM

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Default Re: MICLIC mineclearing?

Indeed. Should've taken the hint after losing time and a number units to shellfire while waiting for Pioneers to clear the road at the starting line. Ah well, maybe next time...
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Old June 17th, 2017, 02:56 AM
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Post Re: MICLIC mineclearing?

Just thinking aloud, interesting thread. How about a sniper with vision 40. Mind you, he does not "clear" the mine, but he can detonate the mine from a safe distance and rather quickly too.

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  #16  
Old June 17th, 2017, 10:02 AM
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Default Re: MICLIC mineclearing?

Quote:
Originally Posted by shahadi View Post
Just thinking aloud, interesting thread. How about a sniper with vision 40. Mind you, he does not "clear" the mine, but he can detonate the mine from a safe distance and rather quickly too.
Mines no, IEDs (demolition Unit Class) yes he can - its what anti-material rifles are for.
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