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different unit status when dug in
Something that came to mind lately. When a unit is dug in, retreat or rout status leaves the unit immobilised in a trench not withdrawing unless it's attacked from less than 100 meters. My proposal is make another status for dug in units called "cowering", which will cover both retreat and rout status, with the same effects as the previous ones (not being able to fire back, inability to spot almost anything, immobilised in a trench), PLUS total immunity from small arms fire (indirect fire weapons can damage it though). The reason for that is that a unit that has most of its men cowering in foxholes doesnt lose them from bullets flying overhead.
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Re: different unit status when dug in
Understand the reasoning but normal Game Mechanics vs dug in infantry.
1) Use vehicles main gun & grenade launcher type weapons can land on the lip or in the fortification. MGs can hit the odd man & cause the head down effect. 2) Use infantry not in fortifications sparingly due to there huge disadvantage of being way easier to hit. So only fire to achieve retreat status on the enemy. 3) Once that goal is achieved move a unit adjacent or 100m away & persuade them its time to leave. So really only effects ranged fire as cant target though you should then be able to target the fortification, not zfire you have a specific target for guns gls rpgs etc & if you hit its likely going to hurt the huddled cowering defenders. Having them just take cover & break target lock is hence probably good enough. Remember if they are ALL in the fortification they cant see anything or fire including z firing most weapons due to the trajectory. Small arms fire can be considered to take out the guy who went for a look see hence the reason snipers get a bonus to hit dug in units. |
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