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May 27th, 2009, 11:44 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 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.
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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 27th, 2009, 12:36 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.
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.
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May 27th, 2009, 05:06 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: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Imp
You can have foxholes for them to head to but start them in the mess having tea & biscuits, good call.
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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
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May 28th, 2009, 03:26 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Suhiir
Quote:
Originally Posted by Imp
You can have foxholes for them to head to but start them in the mess having tea & biscuits, good call.
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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.
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Yes I keep meaning to do a hit & run raid on arty park & HQ parked up for the night, time at the moment is the factor.
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May 27th, 2009, 01:06 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,998
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Re: Dug In/Enchrenched Units Effect.
Quote:
Originally Posted by Suhiir
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.
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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
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