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View Full Version : Overcoming tank traps as british?



xIke
5th Mar 09, 2:56 PM
I know that the command truck can drive over them, but this doesn't seem like a good solution... I don't want to lead all my assaults with a command truck.

I was playing as artillery tree and it took six volleys (with a huge wait in between) to shell a hole through a tank trap wall. What's a good way around this?

daroach1414
5th Mar 09, 3:27 PM
About the only ways to get rid of them with the brits is with the churchhill tank, because it has heavy crush, or with demo charges by commandos.

Im not entirely sure if the demo charges you get with upgraded sappers will work, i personally have never tried them.

Other than those, threr is no way to get rid of them, short of shooting them for years.

LTVolk
5th Mar 09, 5:06 PM
Use good old Tanks to attack them. Or what Daroch said.

Cascanueces
6th Mar 09, 1:45 AM
Sappers with minesweepers have the same demo charges as commandos.

Gabriel
6th Mar 09, 4:29 AM
Not quite -- sappers' charges can't be placed on the ground or control points, at least. I'm not sure whether they can be placed on tank traps.

Deionarra
6th Mar 09, 5:28 AM
You can plant the sapper's demo charges on enemy tank traps to blow them up. You also have company specific counters with Churchills, Commando demo charges or just lots of artillery (not the most ideal solution).

Also note that the trucks do not normally crush tank traps. When they first arrive on the battlefield from off map they are able to crush them for a few seconds. This is to prevent then getting stuck on a few traps built right at their spawn in point.

xIke
6th Mar 09, 8:35 AM
I didn't realize the sappers got explosives...you just have to get the minesweeper upgrade? Do the explosives take out the traps in one go?

Pythontact
6th Mar 09, 9:48 AM
yes, they do tham out in one go.

daroach1414
6th Mar 09, 12:07 PM
You probably didnt realize sappers got explosives because no one ever gets that upgrade. Beyond blowing up tank traps, they are essentially useless. Especially with the power that upgrading your sappers to being expert engineers gives you (ability to over repair).

xIke
6th Mar 09, 1:45 PM
@daroach1414:

Yeah, you're absolutely right. I never get mine detection with any unit (except when I get it by default as PE). I guess when I'm playing a turtler, I'll just invest in one of those squads next time rather than spending an hour trying to arty it.

Gabriel
6th Mar 09, 5:23 PM
Sapper's demo charges would probably be a bit more appealing if the British didn't have a single "correct" doctrine choice that grants better charges with a better unit.

Ludovsky
17th Mar 09, 7:59 AM
Still depends. One of my enemy once tried to turtle with tank traps and barbed wires.

It was his bad idea when my sappers demo charges blew up an hole through said wall, through which my mass of infantry poured into.

Also, when you're not playing commandos, sappers are worth the demo charges to blow up bridges and whatnot.

Though I do have to give the point commando demo charges make for nifty booby traps at times.

prataj
17th Mar 09, 10:43 AM
Also note that the trucks do not normally crush tank traps. When they first arrive on the battlefield from off map they are able to crush them for a few seconds. This is to prevent then getting stuck on a few traps built right at their spawn in point.

Wow ... didn't realized this before. Anyway all sort of mining/blocking spawn entries is somehow annoying for me ... maybe in case of mining vehicles shouldn't get any criticals but only some health impact.