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 Post subject: Peninsula Trenches
PostPosted: Sat Mar 11, 2006 5:07 am 
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Can someone tell me what the rules are for entering hexes with trenches, specifically under what conditions will units become disrupted. I can't find the information in any help file and trial and error has left me badly confused [?]

Lt. Gen Niall Murphy
4/2/VIII Corps, AoS


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PostPosted: Sat Mar 11, 2006 5:34 am 
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if it's an abistis hex then everything that crosses through it will become disrupted, but I've noticed that if the hex also has a road or pike going through it, then if your infantry is in column formation then they don't become disrupted but cav. will.

Respectfully,

Lt. Col. Gery Bastiani
Fightin' Carolinians
II/2/4 AotM

"Let us pass over the river and rest under the shade of the trees" -Stonewall Jackson


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PostPosted: Sat Mar 11, 2006 6:18 am 
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Hi, General,

I think units disrupt when they cross an embankment in Franklin, but not in Peninsula. Actually, though trenches are mentioned in parameter data, I don't think I've ever seen one. Just embankments. Also, I found out to my chagrin that embankments aren't as effective as they are in Corinth. I also found out to my chagrin that though the cost to go uphill is +1 and the cost to cross an embankment is +2, the cost to go uphill over an embankment is only +2.
An interesting thing about abatis is that they are hidden unless in your LOS. So you could think you are entering a clear hex and suddenly you disrupt. That may have been what happened.

MG Mike Mihalik
1/III/AoMiss/CSA


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PostPosted: Sat Mar 11, 2006 8:49 am 
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No this is a Trench hex and every time my yanks enter one they get D'd regardless of what formation they are in. The only reference to them in the help files is their values in the PDt file which shows the movement cost and combat modifier. There is nothing about them disrupting units on the terrain display but they do.

Gen. Ken Miller

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Army of the Shenandoah


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PostPosted: Sat Mar 11, 2006 10:39 am 
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Hi, General Miller,

This is what I found in the User's Manual

Trenches may be placed in a scenario using the Scenario Editor. A unit moving into a Trench hex from a non-Trench hex automatically becomes Disrupted unless it is using Road Movement. A unit pays a movement cost to enter a Trench hex, determined by Parameter Data. While in a Trench hex, a unit receives a fire modifier when fired upon determined by Parameter Data.

I finally created a trench in the editor to see what it looked like. The way you make one is by making an abatis where there is already an abatis and a trench appears. It is possibly a design error, but since I don't know where it is that is just a guess.


MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Mon Mar 13, 2006 9:06 am 
FYI, the Yanks have trenches in the Seige of Richmond scenarios.

Regards,

Col. Alan Lynn
2nd Div, II Corps, AoA

Signal Corps, Assistant Editor

"The only accurate news is well researched history."

God Bless <><


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 Post subject:
PostPosted: Mon Mar 13, 2006 10:47 am 
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Col Lynn,

Thanks for the info. I notice the embankments are a lot stouter in this scenario than they are in the full Seven Days scenarios.

MG Mike Mihalik
1/III/AoMiss/CSA


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