RE: Bunkers Trenches Improved Positions
The problem with fortifications being downgraded when a unit in travel mode moves through the hex is for both roads and rail movement. While not explicitly listed, I believe the intent is for any movement using a "pathway" in column (aka Travel mode) through an unoccupied hex to not cause the IP, TRENCH, BUNKER, PILLBOX or FORT to be downgraded. The traveling unit stays on the "pathway" and doesn't interfere with the fortification.
Leaving a fortification in the field or traveling through one without a pathway should degrade the defensive capability since the moving unit would have to cut a path through the hex.
Also this discussion should consider the zeroing in or sighting of weapons in the fortified position. That was mentioned somewhere before as part of the rational for the defensive percentage for all fortifications. Hard fortifications, have the additional percentage added to direct fire attacks they make on the enemy when occupying such positions to show the increased value of the weapons registering from that position. The unit leaving the position cannot leave that for the next occupant unless the new unit enters and stays in the fortification before the original unit leaves.
Does this help explain the answer to downgrading?
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
|