Def Zep
Posts: 223
Joined: 6/20/2003 From: Out of the Silent Planet Status: offline
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Now let's look at entrenching. Basically, standing around in Kharkov is an invitation to disaster. All units, anywhere, should entrench as a matter of course, wherever possible. Note there are some pre-requisites for entrenching, which should be read carefully and committed to memory (16.6). They're simple, but vitally important to put into play. Basically, unentrenched = dead if attacked. Keep that in mind, and you'll go far in this game. At least, farther than I usually get!
1. First, notice it is the act of entrenching, rather than terrain, that most impacts the CRT odds-column used. Entrenching varies for each side; the Germans are better at it. Here, we see they get a -3 column shift to the CRT for being dug-in. This will lower a 20-1 attack to a 5-1 (!), should no other modifiers be applied. 2. Furthermore, it is harder to get those odds to begin with; the DF of an entrenched German unit is increased by +70%. 3. Also, the Hidden factor is raised by 3 hexes for an entrenched unit. Taking our example above, a Hill adds another hex to this number, for a total of +4, i.e., an entrenched unit on a hill is counted as 4 hexes further away from an enemy unit in its vicinity attempting to sight it. Since even most reconnaisance units only have a +3 hex sighting bonus, this means your opponent will have to be adjacent to sight you and reveal you on the map. 4. Fourth, the number of artillery strikes permitted are reduced to just 2, and those need to roll an extra +1 on their die to hit. Combined with the hill, this means most artillery will need a 5 or a 6 to hit, and even heavy artillery will need a 3. 5. Finally, being entrenched will lower the odds of retreating. (And thus getting caught out in the open, unentrenched, for any follow-up attacks.) It will take something like an artillery strike, prior to close combat, to negate this DRM.
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< Message edited by Def Zep -- 4/17/2009 5:17:13 AM >
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