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May 25th, 2009, 08:16 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Thanked 27 Times in 21 Posts
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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?
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May 25th, 2009, 10:07 PM
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General
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Join Date: Jul 2008
Location: Uk
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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.
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May 26th, 2009, 12:02 AM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Imp
Why not just place trenches if you do not want units to start in those positions?
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It's node 000 of a campaign,no AUX units allowed.
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.
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May 26th, 2009, 12:05 AM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Imp
Using enemy foxholes trenches is quite possible, takes a turn to get the dug in status.
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Really? So your saying that a unit can occupy another units foxhole or entrenchment and become Dug In status?
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May 26th, 2009, 04:12 AM
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General
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Join Date: Jul 2008
Location: Uk
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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.
Last edited by Imp; May 26th, 2009 at 04:41 AM..
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May 26th, 2009, 09:22 AM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Imp
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....
not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
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Well concerning the APC/tank-in-foxhole thing, if we're talking about "infantry" foxholes mmm... yes it's a cheat. Infantry abandoning and reoccupying a foxhole or trenchline to avoid the arty barrage and then "man the defenses" to face the upcoming attack is not an unheard of tactic. It is difficult to implement, case sensitive (terrain and enemy's ability to coordinate his attack) and the risk is to give up, with little or no resistance, your defensive position if not properly executed.
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May 26th, 2009, 11:48 AM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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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.
__________________
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 26th, 2009, 03:24 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by hoplitis
Quote:
Originally Posted by Imp
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....
not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
...
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Well concerning the APC/tank-in-foxhole thing, if we're talking about "infantry" foxholes mmm... yes it's a cheat. Infantry abandoning and reoccupying a foxhole or trenchline to avoid the arty barrage and then "man the defenses" to face the upcoming attack is not an unheard of tactic. It is difficult to implement, case sensitive (terrain and enemy's ability to coordinate his attack) and the risk is to give up, with little or no resistance, your defensive position if not properly executed.
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Have never tried to get hull down status in an infantry foxhole with a vehicle as expect it not to work. Infantry & vehicles can gain dug in status in vehicle/gun emplacements. I dont take over enemy ones with vehicles either as they are probably set up to face me & besides the best defence against his arty is to keep mobile
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May 26th, 2009, 09:15 PM
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Captain
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Join Date: Oct 2008
Posts: 898
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Imp
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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So you use "cheats"?
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May 27th, 2009, 08:06 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by gila
Quote:
Originally Posted by Imp
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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So you use "cheats"?
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Think I just said that in a PBEM campaign where I will generally have transport if I am going to hide them so his armour does not pick them off may as well take advantage of there empalcements till its safe for them to join the fray.
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