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Old May 26th, 2009, 06:02 PM
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Default 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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Old May 26th, 2009, 08:29 PM
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Default Re: Dug In/Enchrenched Units Effect.

Are you sure? They will dig foxholes in their deploy hexes & be in them, you can occupy any foxhole trench but units dig them in start hexes. The likes of foxholes to take cover in during air arty strikes or whatever have to be represented with trenches.
So for a base for instance even if it has no defensive trenches could have air raid trenches.
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Old May 26th, 2009, 08:40 PM
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Default Re: Dug In/Enchrenched Units Effect.

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Are you sure? They will dig foxholes in their deploy hexes & be in them, you can occupy any foxhole trench but units dig them in start hexes.
According to the test scenario I have here, the unit maintains it's Dug In status but once you move the unit it goes away.

The ONLY foxholes present are the ones I made in ASSUALT mode.

The scenario is a meeting engagement.
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Old May 27th, 2009, 07:55 AM
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Default Re: Dug In/Enchrenched Units Effect.

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Originally Posted by Skirmisher View Post
Quote:
Originally Posted by Imp View Post
Are you sure? They will dig foxholes in their deploy hexes & be in them, you can occupy any foxhole trench but units dig them in start hexes.
According to the test scenario I have here, the unit maintains it's Dug In status but once you move the unit it goes away.

The ONLY foxholes present are the ones I made in ASSUALT mode.

The scenario is a meeting engagement.
Suggest you test it before progress any further by playing turn 1 as is to see where the foxholes actually are
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Old May 27th, 2009, 11:16 AM
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Skirmisher Skirmisher is offline
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Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by Imp View Post
Quote:
Originally Posted by Skirmisher View Post
Quote:
Originally Posted by Imp View Post
Are you sure? They will dig foxholes in their deploy hexes & be in them, you can occupy any foxhole trench but units dig them in start hexes.
According to the test scenario I have here, the unit maintains it's Dug In status but once you move the unit it goes away.

The ONLY foxholes present are the ones I made in ASSUALT mode.

The scenario is a meeting engagement.
Suggest you test it before progress any further by playing turn 1 as is to see where the foxholes actually are

The Units DO NOT make new foxholes on scenario start. And when I test it in the context of the campaign,the units are lined up along the back map wall just like they are supposed to be.
And they are not even dug in status. ANY unit can use the foxholes and become Dug In. Woot! Thats what I wanted in the first place. Keep in mind you can only create foxholes in Assualt mode. This battle is a meeting engagement.
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