RE: Question on Caves
Hey Riley,
Here is what I could find directly from the manual!
Caves are a specialized type of fortification. Cave effects only apply to non-Vehicle units of the owning side. When a Cave hex is occupied by the opposing side, it has no affect on those units. The Cave effects are:
• Non-Vehicle units of the owning side in a Cave hex are not affected by fire from Indirect Fire units.
• Non-Vehicle units of the owning side in a Cave hex are not subject to retreat if they lose an assault.
• Non-Vehicle units of the owning side in a Cave hex get the same protection as that of Pillbox hexes.
Fortification Facing
By default, Bunkers, Pillboxes, and Cave hexes have no specified facing and their effects apply equally in all directions (However, see Cave Facing below). It is possible using the Scenario Editor to assign a specific Facing to a Bunker, Pillbox, or Cave hex. The Facing direction and its two adjacent directions are known as the Covered Arc of the fortification. The following effects occur for non-Vehicle units in Bunkers and Pillboxes or units that benefit from a Cave:
• An affected unit in the hex is prevented from firing outside of the Covered Arc.
• When an affected unit in a fortification hex is fired upon from a direction outside of the Covered Arc, then the protection value of the fortification is doubled.
• When the hex is a Cave and an affected unit is fired upon outside of the Covered Arc from a distance greater than one, then the firing has no effect on the affected unit.
Cave Facing
When a Cave hex does not have a facing, then default Cave Facing effects apply as described in this section. When units that benefit from a Cave attempt to fire such that the fire crosses an adjacent hex of higher elevation, then the fire is blocked. This represents that the Cave prevents the units from firing behind their position.
Likewise, when units fire from a location at a range greater than 1 where the fire crosses a higher hex before entering a hex containing a Cave, the fire has no effect on units that benefit from the Cave. Units in a higher adjacent hex can fire normally at units in hexes containing Caves.
Under certain circumstances, it is possible for units to move directly from one Cave or Sewer hex to another. The two Cave or Sewer hexes must be owned by the moving side. The destination hex must not be occupied by the enemy and the movement must not cause overstacking in the destination hex. Vehicles cannot use Tunnel Movement. Pinned units can use Tunnel Movement, but become Demoralized.
The movement cost for Tunnel Movement is the Tunnel Move Cost Parameter Data value times the distance in hexes between the starting and destination hexes. If the moving unit does not have enough movement points to complete the Tunnel Movement in a single turn, then it is not allowed.
NOTE: if the Tunnel Move Cost Parameter Data value is zero, then no Tunnel Movement is possible in the current scenario. This is indicated in the Terrain Box by the notation NT following the Cave designation.
To perform Tunnel Movement, select the units to move and right-click on the destination hex. The movement will occur between the two hexes if it is possible, otherwise an error message will be displayed. Tunnel Movement is not used when you move units using Drag-and-Drop.
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