|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
February 10th, 2009, 12:32 AM
|
Corporal
|
|
Join Date: Nov 2008
Posts: 56
Thanks: 11
Thanked 5 Times in 4 Posts
|
|
Trench Problem: maybe a bug?
1. In the deployment stage, you need to specify the start & end location of the trench when you lay down trench. However, the end location can be outside the deployment range. You can dig trench into enemy territory.
2. I am not sure whether it is designed this way. After you lay down trench in a hex with road or tree, the road or tree is gone. But when you remove trench from that hex, the road or tree won't come back. It can be used to sabotage roads and chop down trees blocking view.
__________________
Best Regards
Ironfist
|
February 10th, 2009, 03:56 AM
|
|
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Trench Problem: maybe a bug?
I would guess thats because its a terrain feature not units so it is not restricted by the start line.
Could abuse if you are that way inclined but then so many things can be.
Victory flags position to your best advantage for instance.
|
February 10th, 2009, 04:00 AM
|
Major
|
|
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
|
|
Re: Trench Problem: maybe a bug?
OTOH can use it - if you use it reasonably, that is. Defending units, in prepared positions, often cleaned their fields of fire and sabotaged roads. Of course, if you use the "terrain-removing" feature to make an entire enemy half of map bare as Khruschev's head, it's abuse, however if you decide to use it to remove say few trees blocking the FoV of your critically placed AT-gun bunker, then go for it
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
|
February 10th, 2009, 05:25 AM
|
Corporal
|
|
Join Date: Nov 2008
Posts: 56
Thanks: 11
Thanked 5 Times in 4 Posts
|
|
Re: Trench Problem: maybe a bug?
I am not quite comfortable with the first one because the trench extended out of deployment zone can NOT be removed. If you want to remove trench, you can't even click out side deployment zone. So I guess it is a bug.
For the second one, I also think it's perfect okay. Since there is time to dig trench, there should also be time to chop down trees, etc. Maybe a description of this feature should be added in the game guide because it is quite useful.
__________________
Best Regards
Ironfist
|
February 13th, 2009, 03:52 AM
|
Major
|
|
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
|
|
Re: Trench Problem: maybe a bug?
Once used it in a defence vs. AI, cleaning just about three tree hexes (plus channeling using forward infantry outposts and dragon teeth) allowed me to set up a perfect killing zone. AI attck then reminded the Charge of the light Brigade:
Cannon to right of them,
Cannon to left of them,
Cannon in front of them
Volley'd and thunder'd;
Storm'd at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of Hell
Rode the six hundred.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|