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Mines

A Mine

The HX2 Antipersonnel Mine is a proximity mine. They are octagonal disc-shaped charges of high explosives, which are easily concealed around the battlefield. They detonate when an enemy infantry or vehicles advances over it. A single one can kill a group of enemies within range easily. Tanks are also automatically destroyed upon contact, making mines a force to be reckoned with. They are very effective, and are generally seen all over the field in an intense game.

Mines have a very large blast radius, around 20 feet, that kills and destroys everything within range.

One large feature that gives away the position of the mines is that they have a large red glow around them, much like a thermal detonators. After a while though, this will go away. This means that you can plant these in a bush (Yavin 4) and when the glow goes away, they will be very hard to see.

One good use of mines is to slow the advance of enemy troops. Maps like Polis Massa and Tantive 4 have long, thin corriders that can be blocked with mines, forcing enemies to go around. This tactic is best used in multiplayer combat because, due to the AI's stupidity, they can't really be used to block a corridor, as the enemy will blow themselves up, and continue.

If one desperately needs to destroy a vehicle, charging at it and dropping the mine is effective, but suicidal. This also works when dealing with heroes.

Overall, mines are great to inflict some casualties on enemy troops.

Units

Trivia

  • Oddly you can only deploy four mines at a time. If you have already placed all your mines and died, when you return as the same unit you can place four more mines but your pervious mines will disappear.
  • Friendly units can't set off a mine.
  • The only time when you can die from your team's mine is when you and the enemy are close to it, thus killing both players.
  • The maps that the AI are known to put mines on are Tatooine: Dune Sea , Rhen Var: Harbor and Naboo: Plains on Battlefront I and Dagobah: Swamp and Endor: Bunker on Battlefront II.

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