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Engineers for muties?

PostPosted: Mon Feb 09, 2009 1:30 pm
by Flipside1
Any cards with engineer ability for this deck? Could be a noob question, but I didn't find any?
Scavengers, maybe?

Re: Engineers for muties?

PostPosted: Mon Feb 09, 2009 6:51 pm
by ker
Nope. The only way I know of to get rid of minefields with Mutants is to send regenerating giants to absorb the blasts until there are no mines left. Not too easy in early game and not exactly convenient but it can be done if you really need to.

Re: Engineers for muties?

PostPosted: Mon Feb 09, 2009 8:08 pm
by Flipside1
Huh... Interesting tactic. I wonder why they are hobbled so?

Re: Engineers for muties?

PostPosted: Tue Feb 10, 2009 1:11 am
by potatoedoughnut
I can't think of the last time I actually used an Eng unit to disable a minefield. I mostly just use them as extra scouts/collector builders. Minefields are so rare and easy to avoid they're basically a non-issue in my games.

Re: Engineers for muties?

PostPosted: Tue Feb 10, 2009 4:23 am
by greymalkin
I don't think the engineer ability fits the the "flavor" of the muties. I imagine engineers to be too techy/mechanical for them.

Re: Engineers for muties?

PostPosted: Tue Feb 10, 2009 7:27 am
by Flipside1
I kind of imagined them as guerrillas. Guerrillas love leave-behind weapons. IEDs, anyone?

Re: Engineers for muties?

PostPosted: Tue Feb 10, 2009 6:22 pm
by ker
Minefields can be a PITA. They cut off supply for the enemy (but not for the player that put them down). I have come across a time when the enemy barricaded themselves behind several minefields and had a force that I didn’t want to face out of supply... That said minefields don’t do nothing for nukes :twisted:

Re: Engineers for muties?

PostPosted: Mon Feb 16, 2009 9:55 pm
by Keypunch
@potatoedoughnut

In the high points game it can be annoying to have an enemy base surrounded by minefields. Usually there's a way around it, but sometimes it can be worth to McGyver your way through it.

And I've had the rare game in which a minefield indeed blocked a crucial 'choke'. One of the most annoying things can be to start in a 'valley' of sorts, surrounded by rough terrain. Even worse if there's actually an area of relative wealth within reach, if it wasn't for that *%$@# minefield.

You're right, though In 95%+ of the games, minefields are only a hazard to scouts...and if I forget to remember where they are located.

Re: Engineers for muties?

PostPosted: Mon Apr 06, 2009 9:48 am
by deworde
ker wrote:Minefields can be a PITA. They cut off supply for the enemy (but not for the player that put them down). I have come across a time when the enemy barricaded themselves behind several minefields and had a force that I didn’t want to face out of supply... That said minefields don’t do nothing for nukes :twisted:

Which may be the mutant end around minefields. Actually, can you nuke a minefield out of existence?

Re: Engineers for muties?

PostPosted: Mon Apr 06, 2009 2:10 pm
by ker
I think I tried that and it didn’t work.