Digging In

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brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

Digging In

Post by brucekg »

Does digging in cost supplies? If a unit does not expend MP digging in will it benefit from resting?

Thank you.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Digging In

Post by JAMiAM »

ORIGINAL: brucekg
Does digging in cost supplies?
No.

ORIGINAL: brucekg
If a unit does not expend MP digging in will it benefit from resting?
Digging in always expends the remaining MP's of the unit. However, what I think you mean to ask, is "If a unit digs in, without moving from the hex that it began the turn in, does it gain the resupply bonus, during the next automatic bookkeeping phase?" In this case, the answer is yes.

Heldenkaiser
Posts: 58
Joined: Tue Aug 08, 2006 2:05 pm

RE: Digging In

Post by Heldenkaiser »

While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...

Thanks! [:)]
brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

RE: Digging In

Post by brucekg »

ORIGINAL: JAMiAM

ORIGINAL: brucekg
If a unit does not expend MP digging in will it benefit from resting?
Digging in always expends the remaining MP's of the unit. However, what I think you mean to ask, is "If a unit digs in, without moving from the hex that it began the turn in, does it gain the resupply bonus, during the next automatic bookkeeping phase?" In this case, the answer is yes.


I guess a more concise question would be,

if unit A moves then digs in and unit B moves the same and does not dig in, is unit A worse off in any of its three ratings, readiness, supply, or whatever the last one is?

Thank you.
Heldenkaiser
Posts: 58
Joined: Tue Aug 08, 2006 2:05 pm

RE: Digging In

Post by Heldenkaiser »

ORIGINAL: Heldenkaiser

While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...

Thanks! [:)]

Can I ask this again? Anybody? Thanks! [:)]
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: Digging In

Post by ColinWright »

ORIGINAL: Heldenkaiser

ORIGINAL: Heldenkaiser

While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...

Thanks! [:)]



Can I ask this again? Anybody? Thanks! [:)]

I think that the 'd'-'e'-'f' status refers to the defensive bonus the unit will receive, while the entrenchment level decides how quickly future occupants of the hex will be able to dig in.
I am not Charlie Hebdo
Heldenkaiser
Posts: 58
Joined: Tue Aug 08, 2006 2:05 pm

RE: Digging In

Post by Heldenkaiser »

ORIGINAL: ColinWright
I think that the 'd'-'e'-'f' status refers to the defensive bonus the unit will receive, while the entrenchment level decides how quickly future occupants of the hex will be able to dig in.

Makes sense ... so, increasing the entrenchment level without going either "D" -> "E" or "E" -> "F" makes no difference to the unit itself? Is that correct? Thanks. [:)]
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el cid
Posts: 186
Joined: Sat Jan 28, 2006 4:03 am

RE: Digging In

Post by el cid »

Heldenkaiser, yes you are correct, increasing entrenchment level does not give you a defensive bonus, but as Colin stated it will help units to dig in faster (going from "d" to "e" to "f").

Bruce, units that move get 33% less supply, no matter if they expent 10% of their movement or 100% of their movement. So both unit A and unit B will receive the same amount of supply next turn. Now does the unit that digs in uses up more supply, what i´ve been told is that no it does not.
brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

RE: Digging In

Post by brucekg »

But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.

It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.

Thank you.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Digging In

Post by JAMiAM »

ORIGINAL: brucekg

But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.

It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.

Thank you.
Digging in does not affect readiness, if that is what you're asking.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Digging In

Post by JAMiAM »

ORIGINAL: Heldenkaiser

ORIGINAL: Heldenkaiser

While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...

Thanks! [:)]

Can I ask this again? Anybody? Thanks! [:)]
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.
brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

RE: Digging In

Post by brucekg »

ORIGINAL: JAMiAM

ORIGINAL: brucekg

But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.

It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.

Thank you.
Digging in does not affect readiness, if that is what you're asking.

Thank you, that was the final question.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Digging In

Post by JAMiAM »

ORIGINAL: brucekg

ORIGINAL: JAMiAM

ORIGINAL: brucekg

But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.

It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.

Thank you.
Digging in does not affect readiness, if that is what you're asking.

Thank you, that was the final question.
Never say that. It means that either A) you are never going to play TOAW again, or B) you know everything there is to know about TOAW...[;)]
brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

RE: Digging In

Post by brucekg »

ORIGINAL: JAMiAM

ORIGINAL: brucekg

ORIGINAL: JAMiAM



Digging in does not affect readiness, if that is what you're asking.

Thank you, that was the final question.
Never say that. It means that either A) you are never going to play TOAW again, or B) you know everything there is to know about TOAW...[;)]
Final question as regards this thread. I very much doubt I'll put TOAW down. Just got got it to run using wine under linux. It is one of those games I keep coming back to. If there is going to be a TOAW4 I know where another 50 bucks are going.
Heldenkaiser
Posts: 58
Joined: Tue Aug 08, 2006 2:05 pm

RE: Digging In

Post by Heldenkaiser »

ORIGINAL: JAMiAM
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.

So if I use enough units, or the same unit repeatedly, I can get every hex to 100% entrenchment level, in theory? Sort of creating a prepared fortified line? That's rather useful (and surprising) information. Thanks! [:)]
Heldenkaiser
Posts: 58
Joined: Tue Aug 08, 2006 2:05 pm

RE: Digging In

Post by Heldenkaiser »

ORIGINAL: brucekg
If there is going to be a TOAW4 I know where another 50 bucks are going.

Hear, hear! [8D]
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: Digging In

Post by ColinWright »

ORIGINAL: Heldenkaiser

ORIGINAL: brucekg
If there is going to be a TOAW4 I know where another 50 bucks are going.

Hear, hear! [8D]

The thing is, I'll freely admit I'm a captive audience. Matrix can release a TOAW IV with almost any features at all -- and if I want anyone to play with, I'll have to buy it.

However, the attitude of certain parties notwithstanding, I assume I'm free to mention what I would like to see -- after all, something will have to be added to justify the new release. I might as well do what I can to make that something things I regard as improvements.
I am not Charlie Hebdo
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: Digging In

Post by ColinWright »

ORIGINAL: Heldenkaiser
ORIGINAL: JAMiAM
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.

So if I use enough units, or the same unit repeatedly, I can get every hex to 100% entrenchment level, in theory? Sort of creating a prepared fortified line? That's rather useful (and surprising) information. Thanks! [:)]

Yeah, you can do this. Done it myself, in fact.
I am not Charlie Hebdo
hank
Posts: 629
Joined: Sun Aug 24, 2003 8:50 am
Location: west tn

RE: Digging In

Post by hank »

I agree with Colin here except I'm not a captured audience since I play several other wargames. If ToaW IV does not get a facelift I probably will spend my gaming money elsewhere.

I've bought this game twice the first time being in 1998 runnin on Win98. I wasn't too impressed with ToaW III when I got it last year. I guess I expected too much. But I play it anyway and enjoy it until the user interface gets to me and I move on to one of my other hex based wargames.

In general terms I wish:

The user interface gets a big facelift. Text size/type is hard for me to read. The buttons could be better arranged/organized. etc

The weapons graphics are so small and squished down they add nothing to immersion (for me anyway ... mho) I feel these hex based games need good vehicle and weapons graphics to be good quality graphics even if they are simple black and white silhouettes.

Resolve the 1st / 2nd player anomolies (I forget the proper term but I think you get the drift)

Rid the game of gamey stuff like ant attack issues. There's a few others but I don't want to spend much typing on them. Ant attacks seem to be a big issue right now.

Make the attack planning dialog box "% of turn used" and the "circle of stars" tell the truth thus indicating to a player whether the turn will end early or not. This is a separate issue of whether the battle come out in your favor or not. There's always a risk of each individual battle not coming out as you expect but to suddenly end a turn because of some proficiency check that you're totally unaware of or in control of or whatever is not fair to the player ... especially the new players who don't have a thousand games played.

Balance out some of the stock great battles so they are fair for both players in pbem games. And put the Classic ToaW battles in their proper folders (why make these separate ... just note it being classic in sce description)

Enough of the hijacking ... sorry
brucekg
Posts: 32
Joined: Sat Mar 15, 2003 12:50 pm
Location: Hudson, NH, USA

RE: Digging In && IV

Post by brucekg »

As to TOAW4, I would like to see the font improvement. As for the general interface, I would be afraid of someone getting to marketeerish and forget that this is a wargame. I never use anything but the symbols, I feel the 3D graphics a lame eye candy and do not convey the same amount of information instantly.

I would like to see some of the gameyness addressed. A number of answers to my questions have wandered in that direction. In particular the fact that there is no cost to use MP to dig in vs truly having the unit rest, either in supply or readiness. There are some other areas I would make suggestions after I have a chance to examine a few things in more detail.

I've been playing this game since TOAW1 came out and still find it to be very good. The only other games I found of the same class were the V for Victory games from 360. In fact I amy try getting those running with Wine under Linux, they don't work with XP.

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