.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #11  
Old May 26th, 2009, 08:29 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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.
Reply With Quote
  #12  
Old May 26th, 2009, 08:40 PM
Skirmisher's Avatar

Skirmisher Skirmisher is offline
Captain
 
Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
Skirmisher is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

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.
Reply With Quote
  #13  
Old May 26th, 2009, 09:15 PM
gila's Avatar

gila gila is offline
Captain
 
Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
gila is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by Imp View Post
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.
So you use "cheats"?
Reply With Quote
  #14  
Old May 27th, 2009, 07:55 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

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
Reply With Quote
  #15  
Old May 27th, 2009, 08:06 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Imp View Post
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.
So you use "cheats"?
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.
Reply With Quote
  #16  
Old May 27th, 2009, 11:16 AM
Skirmisher's Avatar

Skirmisher Skirmisher is offline
Captain
 
Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
Skirmisher is on a distinguished road
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.
Reply With Quote
  #17  
Old May 27th, 2009, 11:44 AM
Suhiir's Avatar

Suhiir Suhiir is offline
Lieutenant General
 
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 792 Times in 600 Posts
Suhiir is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

I seem to recall once trying an experiment where I bought some units, deployed them, set to assault mode so they dug in, then saved the map - with foxholes.
Then reloaded the map and the foxholes were still present.

Might be worth an experiment for someone with more free time then I have at present.
__________________
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
Reply With Quote
  #18  
Old May 27th, 2009, 12:36 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

Well Skirmisher looks like you have found something that might be handy switching back to engagement probably locks the foxholes or as Suhiir said the act of saving the map probably did it. You can have foxholes for them to head to but start them in the mess having tea & biscuits, good call.
Reply With Quote
  #19  
Old May 27th, 2009, 01:06 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 440
Thanked 1,853 Times in 1,217 Posts
Mobhack is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by Suhiir View Post
I seem to recall once trying an experiment where I bought some units, deployed them, set to assault mode so they dug in, then saved the map - with foxholes.
Then reloaded the map and the foxholes were still present.

Might be worth an experiment for someone with more free time then I have at present.
Standard scenario design trick since SP came out, to get assault/defence items in a non-assault scenario. Nothing new.

See the GG, "Scenario Editor" about para 5, beginning "And we may as well take some time.."

Andy
Reply With Quote
  #20  
Old May 27th, 2009, 05:06 PM
Suhiir's Avatar

Suhiir Suhiir is offline
Lieutenant General
 
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 792 Times in 600 Posts
Suhiir is on a distinguished road
Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by Imp View Post
You can have foxholes for them to head to but start them in the mess having tea & biscuits, good call.
That's exactly what I was trying to do too.
With the new capability to split crews from vehicles with air transports you can create a situation where a garrison force starts in the barracks and has to man it's positions and vehicles in response to an attack.

That's the basis of one of the "showcase" scenarios in the minicampaign I'm creating to introduce my USMC OOB revision.
__________________
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
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:31 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.