Terrain question

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berndN
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Terrain question

Post by berndN »

In the first scenario of the GC (Poland) there's most of the times some cavalry. It's surrounded by forest, thick forest and road. I can move one infantry unit to forest or the thick forest tile. Which is the better one to attack the cavalry and why?

As far as I have read infantry can receive an entrenchment of 3 after n turns if I don't do anything after moving moving my infantry into a thick forest tile. But how long in terms of turns would it need to build up the 3 entrenchment value.

I'm sure that this is easy for some of you guys :)
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Post by huertgenwald »

As far as i remember it's 1 entrenchment per round.
Aloo
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Post by Aloo »

In the library it says that the base entrenchment level is the level of entrenchment a unit gets upon entering the terrain. So I would understand that my inf get 3 ent. in deep forest upon right after entering (on enemy's turn?). Im fairly sure this is not the max ent level.
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Post by Rudankort »

Aloo wrote:In the library it says that the base entrenchment level is the level of entrenchment a unit gets upon entering the terrain. So I would understand that my inf get 3 ent. in deep forest upon right after entering (on enemy's turn?). Im fairly sure this is not the max ent level.
Correct, base entrenchment determines initial entrenchment after entering a hex, and also the rate of gaining entrenchment after that. Maximum entrenchment level a unit can have is base entrenchment+5. Different units will achieve this level with different speed. Infantry is the fastest to entrench, tanks are the slowest, and their entrenchment is limited by 2, unless a higher level is specified specifically in the Editor.
berndN
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Post by berndN »

Rudankort wrote:
Aloo wrote:In the library it says that the base entrenchment level is the level of entrenchment a unit gets upon entering the terrain. So I would understand that my inf get 3 ent. in deep forest upon right after entering (on enemy's turn?). Im fairly sure this is not the max ent level.
Correct, base entrenchment determines initial entrenchment after entering a hex, and also the rate of gaining entrenchment after that. Maximum entrenchment level a unit can have is base entrenchment+5. Different units will achieve this level with different speed. Infantry is the fastest to entrench, tanks are the slowest, and their entrenchment is limited by 2, unless a higher level is specified specifically in the Editor.
So entering a thick forest tile and attacking a unit would give the unit I moved into the tick forest an entrenchment of +3 for this attack and this would better instead of attacking from a only "forest" tile?
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Post by Rudankort »

berndN wrote:So entering a thick forest tile and attacking a unit would give the unit I moved into the tick forest an entrenchment of +3 for this attack and this would better instead of attacking from a only "forest" tile?
The combat always happens on defender's hex, and only defender's entrenchment is important. Attacker does not benefit from its entrenchment in any way. Of course, it will become important in case it is attacked on the opponent's turn, so it might still be beneficial to occupy the thick forest hex.
berndN
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Post by berndN »

Rudankort wrote:
berndN wrote:So entering a thick forest tile and attacking a unit would give the unit I moved into the tick forest an entrenchment of +3 for this attack and this would better instead of attacking from a only "forest" tile?
The combat always happens on defender's hex, and only defender's entrenchment is important. Attacker does not benefit from its entrenchment in any way. Of course, it will become important in case it is attacked on the opponent's turn, so it might still be beneficial to occupy the thick forest hex.
The main reason behind is attacking from river tiles. Most units moving into a river tile and attacking a none river tile receive a penalty. I believe only pioneers aren't affected that bad. I looked up the library and could not find this information in it. That's why I asked if moving into a thick forest tile and attack another unit from there gives me benefits or the opposing. :lol:
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Post by El_Condoro »

I used Ctrl-click on an attack from a river hex: the defender gets a +4 Target in River bonus to both its effective defense and effective attack values. Quite a significant boost.
berndN
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Post by berndN »

Thanks for this. So it's only Ctrl-click and the river tile is the only very interesting tile. All other tiles are only relevant in terms of entrenchment?
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Post by El_Condoro »

Not just entrenchment - the Game Library, Terrain entry shows which terrain uses the Close Defense value of the defender and also if there is an Initiative Cap. These affect combat, too.
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Re:

Post by Molve »

Rudankort wrote:tanks are the slowest, and their entrenchment is limited by 2, unless a higher level is specified specifically in the Editor.
You mean for the tank unit, not the terrain, right?

(You can specify high entrenchment values for any unit and it will retain that value until it moves - or is attacked, obviously. I consider this pre-battle defensive works which can't be reproduced in the relatively short time of a scenario, only "between" scenarios)
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Re:

Post by robman »

berndN wrote:Thanks for this. So it's only Ctrl-click and the river tile is the only very interesting tile. All other tiles are only relevant in terms of entrenchment?
As mentioned above, every type of terrain also has an initiative cap. The initiative cap simulates the effects of terrain on visibility and movement. Thick forest has a lower initiative cap than regular forest.

So, to return to the original example: an infantry unit with high initiative might be better off in a regular forest hex than in a thick forest hex, depending upon the initiative of the anticipated adversary. I recall making this decision "in real game," though I cannot recall exactly what units were involved.
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Re: Re:

Post by DocHerb »

robman wrote:So, to return to the original example: an infantry unit with high initiative might be better off in a regular forest hex than in a thick forest hex, depending upon the initiative of the anticipated adversary.
You sure about the infantry? IIRC, infantry is not affected by ini cap…
But the infantry should be still better off in the thick forest in case it gets counter-attacked, because of the higher base entrenchment. :-)
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ErissN6
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Re: Terrain question

Post by ErissN6 »

Entranchement level should be seen on the unit. Maybe add a bar to the left of the unit on the map if EntrLvl is 2(or more), and two bars when it is 5. So we can see easily that an infantry as started to dig good, and then when it has reached max efficiency. Too it will show when a tank is the more entrenched (1 bar only). If we really want to read the actual level number, we can as always AltClick the unit.
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Re: Terrain question

Post by goose_2 »

The entrenchment level is displayed on every unit.

It is the number right next to the little shovel icon.
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ErissN6
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Re: Terrain question

Post by ErissN6 »

goose_2 wrote:The entrenchment level is displayed on every unit.
It is the number right next to the little shovel icon.
Okay I forgot that. However there should be something on the map, on the very unit like for ammo and oil.
My solution would not overburden.
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