Digging in

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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Abnormalmind
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Digging in

Post by Abnormalmind »

I have played 1 week turns scenarios in which a unit can take 3+ turns to become fortified and in 1/2 day turn scenarios, the units take the same number of turns to become fortified. Am I imagining?
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desert
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RE: Digging in

Post by desert »

Well, I suppose you could say that since 1/2 day scenarios usually use a smaller hex size than 1 week scenarios it takes less time to fortify this smaller area.
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Panama
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RE: Digging in

Post by Panama »

I've not played the game a long time but here are some things I have observed.

A units supply status, number of personel in the unit and engineering capability all have an affect on the units ability to become fortified. Throwing in an engineer unit helps tremendously. So if you want to fortify quickly (two turns) get an engineer unit in the hex before digging in.

I'm not real sure about hex size since you're not digging in the hex but only the unit in the hex. So the hex isn't dug in, only the unit whether it's a battlion or a corp.

Forgot to mention. These are field fortifications. Not like it's the Maginot Line. [:D]
Martin_Goliath
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RE: Digging in

Post by Martin_Goliath »

ORIGINAL: Panama
I'm not real sure about hex size since you're not digging in the hex but only the unit in the hex. So the hex isn't dug in, only the unit whether it's a battlion or a corp.

Well, the entrenchment level of the hex is raised when digging in a unit, so in a sense the whole hex is affected. This will enhance the ability of other units getting fortified when entrenching in that hex.
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L`zard
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RE: Digging in

Post by L`zard »

ORIGINAL: Abnormalmind

I have played 1 week turns scenarios in which a unit can take 3+ turns to become fortified and in 1/2 day turn scenarios, the units take the same number of turns to become fortified. Am I imagining?

Nope!

That's the way the game runs, eh?

Different scales o' entrenchment basically have different scales of people doing the deed, eh?

Panama's results DO add to the result, eh?

[:D][:D][:D]
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Abnormalmind
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RE: Digging in

Post by Abnormalmind »

Well something isn't quite "right." In a hex with 0% entrenchment, a unit with four jeeps went directly into "entrenched" when digging in. The entire unit is just four jeeps, nothing else. This happened in a scenario with 1/2 day turns. I also think the fortified status ought to be harder. The modifiers are huge.
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RE: Digging in

Post by larryfulkerson »

ORIGINAL: Abnormalmind
...a unit with four jeeps went directly into "entrenched" when digging in. The entire unit is just four jeeps, nothing else.
According to Army manual TO 14-39 page 359 paragraph 32 subparagraph 4 bullet point b:
"Jeep drivers will be able to demonstrate proficient use of the M-4A hand shovel ( shovel, hand, 1 each )".
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Panama
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RE: Digging in

Post by Panama »

ORIGINAL: larryfulkerson
ORIGINAL: Abnormalmind
...a unit with four jeeps went directly into "entrenched" when digging in. The entire unit is just four jeeps, nothing else.
According to Army manual TO 14-39 page 359 paragraph 32 subparagraph 4 bullet point b:
"Jeep drivers will be able to demonstrate proficient use of the M-4A hand shovel ( shovel, hand, 1 each )".

[:D]

Even generals learn how to use a shovel and fully understand the benefits of a foxhole. [;)]
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