Quote:
Originally Posted by RightDeve
As far as I can tell from the game guide, those are called "dug-in" positions, and they're the same as those tiny "measles-like" infantry holes (foxholes). They are useful only when your troops are stationary at them all the time. And they would lost their function once dug-in troops start moving. They can not be reoccupied again (with the same benefit as foxhole). The same applies with those "sandbag circle" too I think.
That's what I know, correct me if I'm wrong.
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Vehicle and gun positions can be occupied by vehicles and guns, and will get the dug-in position after a turn stationary.
Infantry slit trenches occupied by infantry, ditto.
Fire trenches (bought with engineering points) provide cover to both types (vehicle/weapon or infantry) - but are also a nasty obstacle to vehicles entering (they can get bogged down). So they can be used as anti-tank ditches. Move any vehicle in there
slowly (i.e. stop,
wait till next turn and enter it on the first hex of movement in the new turn, just like entering a river, ford or other bad going). The more hexes the vehicle has travelled in a turn before entering a hex that can cause ditching
multiplies the chance of ditching.
Infantry
can move and still be counted as dug in to some extent in fire trenches (used in this case as communication trenches). I forget if it only applies moving from a fire trench hex to another one.
It does not matter if the entrenchments were enemy or friendly. You will get the dug in bonus after a turns wait, providing that it is the correct type of entrenchment for the unit class.
(Check the release history in the GG for when we made it so, if so interested)
Enemy bunkers are units - and if you occupy an abandoned bunker/fort then it gets trashed just like occupying the same hex as an abandoned gun or vehicle for 1 turn does.
Cheers
Andy