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Anti Tank Ditches and movement?
07-03-2020, 11:15 PM,
#4
RE: Anti Tank Ditches and movement?
(07-03-2020, 05:22 PM)ComradeP Wrote: Based on tests in France '40 (Maginot Line AT ditch) and PB BoNA '41 (Tobruk AT ditch), it seems the game treats damaged AT ditch hexsides as Gully hexsides in terms of MP cost to cross them (9 for foot movement 6 clear+3 gully, 15 for tracked vehicles moving to clear terrain 6 clear+9 gully and 23 for hard halftrack vehicles 8 clear+15 gully) regardless of whether or not the units are in T-mode.

Though the manual isn't correct, using the gully movement rate makes sense if a damaged AT ditch represents engineers creating ramps, through demolitions or digging, on both sides of the ditch.

Hmm well that does sound reasonable. The only games I've come across ditches is Normandy 44 and they were on the beaches. 

I have ditches in Bulge 44. Brian has added them to his scenario #16-14 Wacht am Rhein (Herbstnebel) to slow down German movement. So what we have are primary/secondary roads in woods with Ditches and just to add spice OBSTACLES. The picture isn't very clear but here is the situation on the Dasburg-Marnach main road and at Germond.

[Image: 2020-07-03_13h56_46.png]

There are plenty Engineer/Pioneer units so blowing Ditches and clearing Obstacles isn't a problem. What I didn't expect was a big delay in movement.

But as you say there is a big HOLE in the road which has been quickly filled! Now I know why there are so many bridging units as well now. Guess I'll need them if I want to speed things up.
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Messages In This Thread
Anti Tank Ditches and movement? - by Plain Ian - 07-03-2020, 08:08 AM
RE: Anti Tank Ditches and movement? - by Strela - 07-03-2020, 09:51 AM
RE: Anti Tank Ditches and movement? - by ComradeP - 07-03-2020, 05:22 PM
RE: Anti Tank Ditches and movement? - by Plain Ian - 07-03-2020, 11:15 PM

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