Bunkers - Pillbox - Trench

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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largo
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Bunkers - Pillbox - Trench

Post by largo »

Hello everybody,

my first question on this game

How can it be done leave units in bunkers or Pillbax or trench? (The artillery maybe?)

[&o]
"The war is only the simple continuation of the policy by other means"- Carl von Clausewitz -

"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Geomitrak
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RE: Bunkers - Pillbox - Trench

Post by Geomitrak »

Any non-vehicular unit that is in a trench, pillbox or bunker hex is inside those fortifications. You can still see them as normal, but they are protected by whatever type of fortification it is. Section 5.24 of the .pdf manual tells you about it.

Regards

Paul
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largo
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RE: Bunkers - Pillbox - Trench

Post by largo »

Yes, I saw well but are there more successful weapons against the pillbox or bunkers ?
"The war is only the simple continuation of the policy by other means"- Carl von Clausewitz -

"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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wings7
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RE: Bunkers - Pillbox - Trench

Post by wings7 »

Assaulting is the best way!
Please come and join and befriend me at the great Steam portal! There are quite a few Matrix/Slitherine players on Steam! My member page: http://steamcommunity.com/profiles/76561197988402427
baltjes
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RE: Bunkers - Pillbox - Trench

Post by baltjes »

An adequate way to attack pilboxes:

1. move a unit into an adjacent hex, hopefully it takes all defensive fire

2. move an engineer tot the same hex; if it has 70 action points left, fire into the pillbox. One unit inside is hopefully disrupted; use the remainder action points (at least 35!) to place a smoke into its own hex. (If less than 70 AP are available, just place the smoke counter).

3. in your next turn, assault with your engineer (provided it is not disrupted by enemy fire) if all units inside are disrupted, otherwise repeat from step 2 untill all units inside the pillbox are disrupted


4. Bring up more engineers (when available) to increase your probability to destroy (conquer) pillboxes and/or repeat from point 2 untill your goal has been achieved

Extra effectiveness is obtained when smoke is also placed on the pillbox itself. This has to be done by smoke-firing artillery.

An alternative: use (anti)tank guns; especially the German 88mm AA gun proves to be an excellent pillbox-cracker.

Use combinations of the above.

For bunkers, the bove procedure(s) work as well, but (long range) artillery is also quite effective. (Long range artillery is quite ineffective against pillboxes
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largo
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RE: Bunkers - Pillbox - Trench

Post by largo »

Thank you everybody
"The war is only the simple continuation of the policy by other means"- Carl von Clausewitz -

"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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