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Dug In/Enchrenched Units Effect.
Ok I got the bright idea to add in a few foxholes in the area of a militant base camp. Currently there are only 4 units purchased.
Great I though, that will do for foxholes. So I changed the battle from a meeting to an assualt and dug the 4 infantry units in. I move the 4 units out of the holes and great. Oh no not so great. The 4 units I removed are coded into the ground(dug in) No matter where you move them they are still Dug in. So much for that idea. Question. If during the course of a battle with foxholes or entenchments, another unit not coded into the ground uses the foxhole/entrenched hex. Does that unit benefit in any way from the foxhole or entrenchment? |
Re: Dug In/Enchrenched Units Effect.
This could be wrong but
The foxhole is part of the unit & is placed in its start hex with it. Thats why when you see a unit that has left its foxhole you see its foxhole to. Using enemy foxholes trenches is quite possible, takes a turn to get the dug in status. Very useful if defender has placed close to objectives as enter & throw smoke, when it clears welcome to WW1 as 2 dug in armies now duke it out. No idea if the morale boost I think you get for being in near a fortification applies if it belongs to the other side though. Why not just place trenches if you do not want units to start in those positions? Also gives benefit of being able to move in them & retain protection. Drawback is they are visible from the off I suppose. Would suggest buying guns first & having them dug in, as its a base the troops might still be in the barracks but the guns would most likely be emplaced. |
Re: Dug In/Enchrenched Units Effect.
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The player will have an expanded starting area to include the area where I wanted the foxholes. Trenches don't seem right as base is supposed to be low key. But the Pakistani's are coming to get you anyways. |
Re: Dug In/Enchrenched Units Effect.
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Re: Dug In/Enchrenched Units Effect.
Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence. If operating tanks becomes untenable probably due to arty pull them out & take up 2nd line positions evacuated by APCs. You have to be aware that if these APCs enter his LOS he will know the entrenchment locations, not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged:)
When deploying on the defence taking into account what happens if the player takes over your fortifications should be a factor & making them a pre targeted arty hex is worth considering so can hit him before gets a chance to dig in. Once enters the hex he will be dug in at the start of his next turn. Bit unrealistic for vehicle maybe as will need to position but infantry are just taking over a hole in the ground. Can use the same thing for your arty giving them a second emplaced zone to move to Great fun sticking your MGs in his defences & pressing on if he has set next lot up in sight of. |
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Re: Dug In/Enchrenched Units Effect.
I've used much the same tactic VS the AI many times.
In a meeting enguagement the AI will almost invariably shell the hell outta the first victory hex you capture, so I try to grab one as early as possible then evacuate the area letting the AI shell nothing and allow my counter battery to perhaps fire and also allow me to (hopefully) spot some of it's on-board artillery/mortar positions. In situations where I have to defend I'll move screening units up so the AI encounters them before it locates my main (dug in) defensive positions and again it frequently blows the hell outta nothing. Such tactics may work VS a live opponent, but would be much harder to implement. |
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Re: Dug In/Enchrenched Units Effect.
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Anything that diverts him drawing forces from main thrust & wasting time is worth its weight in gold as he will pay dearly later as time ticks away. Takes a bit of practice but as said much more fun than just sitting there & carries its own risks. |
Re: Dug In/Enchrenched Units Effect.
Well I confirmed it, though I didn't beleive it. Ran a little test.
So If I just go ahead and place the fox holes, when the scenario actualy starts, the units used to make them won't be dug In anymore. |
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