06-11-2007, 12:29 PM,
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PoorOldSpike
Lieutenant General
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Posts: 2,863
Joined: Mar 2007
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RE: Trenches
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06-12-2007, 06:52 AM,
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RE: Trenches
Cool, funny that even at 200 meters 'all' trenches are spotted... I wood've (geddit?) thought that the one in the woods wood have been harder to spot.
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06-12-2007, 01:08 PM,
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RE: Trenches
you would think wouldnt you
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06-12-2007, 05:30 PM,
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kineas
First Sergeant
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Posts: 238
Joined: May 2006
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RE: Trenches
I would add one thing to the trench topic. They offer the best cover in game (7%), and units in there can absorb a tremendous fire.
In a current game I kept area firing into a trench with several T34/76 for several turns. I thought no one could survive that but I was wrong. The trench itself a small patch tough, but when it comes to the dice rolls it behave like it would be a normal tile with super properties. So close hits aren't simulated as a devastating explosion in the trench, but as an explosion in a super-coveraged tile.
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06-24-2007, 01:04 AM,
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PoorOldSpike
Lieutenant General
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Posts: 2,863
Joined: Mar 2007
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RE: Trenches
Ardennes
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03-11-2008, 10:08 AM,
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PoorOldSpike
Lieutenant General
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Posts: 2,863
Joined: Mar 2007
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RE: Trenches
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03-12-2008, 06:18 AM,
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RE: Trenches
One thing that isn´t modelled is pieces of overhead cover for trenches when placed in woods. Normally if there´is enough time at all to build trenches or improved foxholes, there would be something build as well that provides bits of overhead cover, mostly 1 or two layers of logs, covered with earth. So in CM "trenches" don´t protect vs. tree bursts which makes them almost a waste when placed in woods.
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03-12-2008, 06:20 AM,
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RE: Trenches
PoorOldSpike Wrote:
Obviously a connection trench with an exit pit.
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03-12-2008, 06:22 AM,
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RE: Trenches
PoorOldSpike Wrote:Ardennes
..rather a road ditch, flat and filled with snow.
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