INF without engineers build/expand base?
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
INF without engineers build/expand base?
Hi
I have searched the forum. One member says that infantry without engineers can build fortifications up to 1 in a base (dot base hex). Can they also expand AF from O to 1? And has somebody seen that the fortifications raised to 1 (or higher) without any engineer? I just wonder if it is worth and how long it takes without any engineer to build fortifications
I have searched the forum. One member says that infantry without engineers can build fortifications up to 1 in a base (dot base hex). Can they also expand AF from O to 1? And has somebody seen that the fortifications raised to 1 (or higher) without any engineer? I just wonder if it is worth and how long it takes without any engineer to build fortifications
Re: INF without engineers build/expand base?
You need engineers for any type of construction....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
-
- Posts: 8565
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Re: INF without engineers build/expand base?
Level 1 fortifications are basically foxholes, barbed wire, and other temporary fortifications that can be created by infantry. Anything beyond that requires engineer squads.
fair winds,
Brad
Brad
-
- Posts: 7422
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
Re: INF without engineers build/expand base?
According to the manual they do but never been able to prove it. What I think it's trying to say is 'engineer units' and not simply 'engineers' as many units do have some engineer devives.
8.4.4 Ground Units and Fortifications
Ground units that are in a base/beach hex assume the fortification level of the base/beach, except for units that have a separate fortification level set at the
start of a scenario. Ground units that are not in a base/beach and are not moving will automatically attempt to build fortifications to protect themselves from
attacking enemy ground units. Engineers in the hex will help in the building of these fortifications. Engineers will only provide this help if the Engineer is in
Combat OpMode and does not have a Destination. Although units without the help of engineers can build fortifications, the work will proceed very slowly.
This appears to be but it has 4 engineer devices.
8.4.4 Ground Units and Fortifications
Ground units that are in a base/beach hex assume the fortification level of the base/beach, except for units that have a separate fortification level set at the
start of a scenario. Ground units that are not in a base/beach and are not moving will automatically attempt to build fortifications to protect themselves from
attacking enemy ground units. Engineers in the hex will help in the building of these fortifications. Engineers will only provide this help if the Engineer is in
Combat OpMode and does not have a Destination. Although units without the help of engineers can build fortifications, the work will proceed very slowly.
This appears to be but it has 4 engineer devices.
Re: INF without engineers build/expand base?
Units without engineers can only build forts/fortifications when not in a base.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: INF without engineers build/expand base?
Correct. You see this as IJ player with the Thai units. no engrs, but in jungle hexes they will build forts up to level 3. Never seen more than level 3.



Pax
Re: INF without engineers build/expand base?
ok . Thank's. I have found old threats... It is now clear that enginneer (squads) are needed to expand bases.
Here is a link i just found. Fortifications in a base need engineer too:
https://forums.matrixgames.com/viewtopi ... s&start=20
Here is a link i just found. Fortifications in a base need engineer too:
https://forums.matrixgames.com/viewtopi ... s&start=20
- dasboot1960
- Posts: 437
- Joined: Sun Aug 02, 2009 1:38 pm
- Location: St Augustine, Florida
Re: INF without engineers build/expand base?
I believe I have seen this to fort level 1 in game starts where auto upgrade is on. Specifically, US bases Palmyra Johnston - that bunch. Can't prove it (test what?). I'm not beyond being flat wrong.
Down like a CLOWN!
-
- Posts: 7422
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
Re: INF without engineers build/expand base?
v26b
There's a problem here, either it's incorrect or it's just the info being dispayed is incorrectly. If it is correct it implies engineers are required to build any forts? Thats wrong so I hope it's a display error.
In the pic posted earlier notice the 'Building' after the forts. This to me indicates it is has dug in and is expanding to max fort level of 3. It has engineer devices.
This one does not have any engineer devices and shows no indiation that it is digging in, e.g. it does not say 'building'. I have check the only othe other location I can find where there are no engineers present and that is the same.
Re: INF without engineers build/expand base?
Without opening the game, if that unit is not in a base then it can build forts. It can build them up to level 6. The smaller units seem to build them faster, the large units unless broken down have a harder time getting past level 2. If the units are broken into thirds, when they recombine they can keep forts but not at the highest level of any third. It is usually the lowest of the 3 unless one is not fortified.Chris21wen wrote: ↑Thu May 29, 2025 7:45 amv26b
There's a problem here, either it's incorrect or it's just the info being dispayed is incorrectly. If it is correct it implies engineers are required to build any forts? Thats wrong so I hope it's a display error.
In the pic posted earlier notice the 'Building' after the forts. This to me indicates it is has dug in and is expanding to max fort level of 3. It has engineer devices.
This one does not have any engineer devices and shows no indiation that it is digging in, e.g. it does not say 'building'. I have check the only othe other location I can find where there are no engineers present and that is the same.
Screenshot 2025-05-29 082707.jpg
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: INF without engineers build/expand base?
In a base, everything that I know and have seen, is that you need engineers to build fortifications. At least one engineer type squad.dasboot1960 wrote: ↑Wed May 28, 2025 10:03 pm I believe I have seen this to fort level 1 in game starts where auto upgrade is on. Specifically, US bases Palmyra Johnston - that bunch. Can't prove it (test what?). I'm not beyond being flat wrong.
In Scen001, Palmyra starts with Fortification 0 and 2 units. In particular this one: With the engineering units contained, this base will be able to build fortifications.
Pax
Re: INF without engineers build/expand base?
Now, going back to non-base fortifications which Alfred referred to as entrenchment (nice distinction). I ran a test (love the newer laptops with tons of speed and RAM, spin 10 turns in just a few minutes).
Test location: Here is a unit without Engr that now has level 1 forts: Note the lack of Engr squads, BUT there is TOE for them ....
For this test, I actually sent 5 units to the hex. Only 2 have forts built after 10 turns. Still, you can see that it can (does) happen.

Test location: Here is a unit without Engr that now has level 1 forts: Note the lack of Engr squads, BUT there is TOE for them ....
For this test, I actually sent 5 units to the hex. Only 2 have forts built after 10 turns. Still, you can see that it can (does) happen.



Pax
Re: INF without engineers build/expand base?
After +60 turns, only at forts 2, still no engr squads present.
Pax
Re: INF without engineers build/expand base?
Separate test, unit has no engr squads AND has no TOE for any engr squads.
Located here: And after + 60 turns no forts.
Located here: And after + 60 turns no forts.
Pax
Re: INF without engineers build/expand base?
If you divided that division into thirds, the forts will be built faster. Then when you combine them, they will at least have the lowest level of fort for all of the subunits if they have at least had a level 1 fort. Sometimes, the entire unit will get a fort level even if one third does not have one but the other units have at least a level 1 fort. I have not tested this so I don't know the limits.PaxMondo wrote: ↑Thu May 29, 2025 12:35 pm Now, going back to non-base fortifications which Alfred referred to as entrenchment (nice distinction). I ran a test (love the newer laptops with tons of speed and RAM, spin 10 turns in just a few minutes).
Test location:
Screenshot 2025-05-29 052938.jpg
Here is a unit without Engr that now has level 1 forts:
Screenshot 2025-05-29 053100.jpg
Note the lack of Engr squads, BUT there is TOE for them ....
For this test, I actually sent 5 units to the hex. Only 2 have forts built after 10 turns. Still, you can see that it can (does) happen.
![]()
![]()
![]()
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: INF without engineers build/expand base?
OK, so in summary what do we know.
First, Alfred posted this:
https://forums.matrixgames.com/viewtopi ... 0#p2621900
For those of you new who don't know Alfred, and as a reminder to the rest of us; there are 3 things about Alfred that you need to know:
1. Alfred is NEVER WRONG. He is so thorough in his research. I can do a fair job of online searching, but in comparison I am stumbling while Alfred flies.
2. Alfred had a connection to Henderson. Exactly what, I don't know, but he did. I don't find his name in the credits (maybe I'm blind or an alias), so he wasn't an official dev, but he clearly had some form of access.
Taking these two things in conjunction with my test results, here are my conclusions about entrenchment:
1. It takes engineers to entrench a unit in a non-base hex.
2. The apparent max level of entrenchment is 3.
3. The engineer squads only need be part of the TOE.
I think this last one was a dev oops, I believe that they intended engr squads to be needed, but looked at the TOE variable instead of what it actually present. Depending upon the naming convention being used, easy to do, but hard to spot. Given this observation, I believe this how Alfred made his conclusion in his Fortification 101 treatise. The devs intended that only engr could entrench, and this IS true. But I suspect not exactly how they intended. Close though. Rare cases to find the exception.
This is as definitive as I can do. Remember, I am not a dev, have never seen the code, and this is all based upon empirical testing.
3rd thing about Alfred: WE MISS HIM!!!!!

First, Alfred posted this:
https://forums.matrixgames.com/viewtopi ... 0#p2621900
For those of you new who don't know Alfred, and as a reminder to the rest of us; there are 3 things about Alfred that you need to know:
1. Alfred is NEVER WRONG. He is so thorough in his research. I can do a fair job of online searching, but in comparison I am stumbling while Alfred flies.
2. Alfred had a connection to Henderson. Exactly what, I don't know, but he did. I don't find his name in the credits (maybe I'm blind or an alias), so he wasn't an official dev, but he clearly had some form of access.
Taking these two things in conjunction with my test results, here are my conclusions about entrenchment:
1. It takes engineers to entrench a unit in a non-base hex.
2. The apparent max level of entrenchment is 3.
3. The engineer squads only need be part of the TOE.
I think this last one was a dev oops, I believe that they intended engr squads to be needed, but looked at the TOE variable instead of what it actually present. Depending upon the naming convention being used, easy to do, but hard to spot. Given this observation, I believe this how Alfred made his conclusion in his Fortification 101 treatise. The devs intended that only engr could entrench, and this IS true. But I suspect not exactly how they intended. Close though. Rare cases to find the exception.
This is as definitive as I can do. Remember, I am not a dev, have never seen the code, and this is all based upon empirical testing.
3rd thing about Alfred: WE MISS HIM!!!!!



Pax
-
- Posts: 7422
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
Re: INF without engineers build/expand base?
More or less the conclusion I came too, unless it is a display error.PaxMondo wrote: ↑Thu May 29, 2025 2:11 pm OK, so in summary what do we know.
......
Taking these two things in conjunction with my test results, here are my conclusions about entrenchment:
1. It takes engineers to entrench a unit in a non-base hex.
2. The apparent max level of entrenchment is 3.
3. The engineer squads only need be part of the TOE.
I think this last one was a dev oops, I believe that they intended engr squads to be needed, but looked at the TOE variable instead of what it actually present. Depending upon the naming convention being used, easy to do, but hard to spot. Given this observation, I believe this how Alfred made his conclusion in his Fortification 101 treatise. The devs intended that only engr could entrench, and this IS true. But I suspect not exactly how they intended. Close though. Rare cases to find the exception.
This is as definitive as I can do. Remember, I am not a dev, have never seen the code, and this is all based upon empirical testing.
3rd thing about Alfred: WE MISS HIM!!!!!
![]()
![]()
![]()
I do disagree that engineer should be needed to dig in, any squaddie can dig a hole.
Re: INF without engineers build/expand base?
That would level 1 entrenchment: foxhole. So sure.Chris21wen wrote: ↑Fri May 30, 2025 8:00 am ...
I do disagree that engineer should be needed to dig in, any squaddie can dig a hole.
Above that? berms etc. Squaddies could help, but they need direction. I think the engineer requirement pretty sound, and while it is definitely a mix of work in some armies, in others not so much. The coding complexity I don't think worth the effort. In simplest form, I think you say you need engineers.



Pax
Re: INF without engineers build/expand base?
Not true. From my game2. The apparent max level of entrenchment is 3.
You can get at least to 6(not seen in picture but I do have level 6 dug in Chinese), but I guess even 9 is possible given enough time and engineers heavy unit.
Re: INF without engineers build/expand base?
I think that level 6 is the highest outside of a base. In a base you need lots of supplies, engineers, and time.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

