I was playing Stalingrad as the Russians. There are some full water hex bridges that apparently are wired. I know this because an entire unit of 600+ cavalry troopers were blown up crossing one.
Is there a way to un-wire a bridge?
Is there a way to reduce the chance of one blowing if it can't be un-wired?
Don't feel bad about losing a big Cav unit that way ...you're not the first (I Know)
The short answer is unfortunately "no" to both questions.
The probabilty of a bridge going up is set by the designer in the parameter data...and unlike a hexside bridge the full hex bridges dont go up till you are ON them
You're best solution to the problem is to lead with a very small unit and hope for the best
Yes... and a nice battalion of T-34s would be the worst choice, --I think this happened to someone recently. :(
If it is any consolation, the probability for a full hex bridge being blown up is usually quite low, so you just simply had very bad luck. Not sure if that helps though...
I have another question about full water hexes and bridges. Can you build a bridge over a full water hex with a bridge engineer? I have been trying to build one for a few days and no luck.
James Ward Wrote:I have another question about full water hexes and bridges. Can you build a bridge over a full water hex with a bridge engineer? I have been trying to build one for a few days and no luck.
If the pontoon value in the .pdt is non-zero you can. It will take a number of turns based on the pontoon value from the .pdt file and a skill check based on Morale.
James Ward Wrote:I have another question about full water hexes and bridges. Can you build a bridge over a full water hex with a bridge engineer? I have been trying to build one for a few days and no luck.
If the pontoon value in the .pdt is non-zero you can. It will take a number of turns based on the pontoon value from the .pdt file and a skill check based on Morale.
Thanks. Guess they are working and not just goofing off!