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May 10th, 2011, 05:55 AM
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Private
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Join Date: Apr 2011
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Sandbag positions
Hi,
After having destroyed an enemy positon, I often put my troops in the sandbag rings that protect heavy weapons but I was wondering Do they actually give protection to troops?
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May 10th, 2011, 12:14 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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Re: Sandbag positions
They do after a turn or so.
They give NO protection the turn you occupy them, but (most of the time) vehicles benefit from the defensive position starting the following turn.
Same with infantry and foxholes *grin*
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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May 10th, 2011, 08:53 PM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
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Re: Sandbag positions
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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May 10th, 2011, 09:02 PM
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Corporal
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Join Date: May 2011
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Re: Sandbag positions
OT: I just want to know how you got the enemy to vacate the sandbagged positions. I have used MLRS, B52's, M9 pistols and flamethrowers and there are still troops occupying them. I really do not like attacking a fortified position.
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May 10th, 2011, 09:27 PM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
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Re: Sandbag positions
Quote:
Originally Posted by daferg
OT: I just want to know how you got the enemy to vacate the sandbagged positions. I have used MLRS, B52's, M9 pistols and flamethrowers and there are still troops occupying them. I really do not like attacking a fortified position.
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Are you talking about fortified "units" like bunkers etc or those dug-in positions? Sure it happened to me a hell lots of time when they got themselves panting out of those positions. Yes, it's harder coz it's indeed a dug-in position.
Maybe you just need to play more games soldier.
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May 11th, 2011, 02:03 PM
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Private
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Join Date: Apr 2011
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Re: Sandbag positions
Quote:
Originally Posted by daferg
OT: I just want to know how you got the enemy to vacate the sandbagged positions. I have used MLRS, B52's, M9 pistols and flamethrowers and there are still troops occupying them. I really do not like attacking a fortified position.
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Personnaly I assault and overrun the position with infantry.
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May 10th, 2011, 11:52 PM
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National Security Advisor
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Re: Sandbag positions
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
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May 16th, 2011, 05:43 AM
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Private
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Join Date: Nov 2008
Location: Billings, MT, USA
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Re: Sandbag positions
While we are on the topic of sandbag positions...
I noticed that there are no dug-in tanks in the Egypt oob.
Is is possible for me to use dug-in tanks from the Iraq oob and pass them off as Egyptian in the scenario editor or do I have to create a custom oob file?
To summarize... What's the easiest way to add a unit to a scenario that's not in either oob your playing with but it is present in another nation's?
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May 16th, 2011, 07:39 AM
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Shrapnel Fanatic
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Re: Sandbag positions
When buying the Iraqi dug in tanks first use the ALLIES button and set them to CAPTURED and they will be Egyptian
Don
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