pierowx
00lunedì 16 novembre 2015 12:41
Buongiorno a tutti.

Qualcuno è a conoscenza di qualche articolo o forum che tratti dell'utilizzo tattico di entrenchment?

Grazie
ecz
10martedì 17 novembre 2015 18:31
non ricordo di articoli sulle trincee, ma è possibile che ci siano.
sui foxholes invece se ne è parlato a più riprese per criticare le regole che, di fatto, rendono praticamente le buche delle trappole mortali dalle quali è difficile uscire vivi.
pierowx
00martedì 17 novembre 2015 19:43
Re:
ecz, 17/11/2015 18:31:

non ricordo di articoli sulle trincee, ma è possibile che ci siano.
sui foxholes invece se ne è parlato a più riprese per criticare le regole che, di fatto, rendono praticamente le buche delle trappole mortali dalle quali è difficile uscire vivi.




Grazie mille per la risposta. Infatti dal basso della mia inesperienza in queste ci vedo più utilità durante la rotta!
Blind Sniper
10martedì 17 novembre 2015 20:10
C'è un ottimo articolo di Chas Smith sulle fortificazioni in generale nel modulo BF4.
sgt.essig
10martedì 17 novembre 2015 21:17
ciao
potrebbe essere un ottimo argomento per la sezione "suggerimenti e strategie".
domani provo ad iniziare a buttare giù qualche riga.

ciao
Paolo Cariolato
10martedì 17 novembre 2015 21:36
Su BANZAI trovi questo interessante articolo

TRENCH WARFARE:
Digging In
By Matt Shostak

BANZAI Vol. 2 no. 4

Last issue is article in the Trench Warfare series focused on pillboxes, in particular some basic tactical implications of the rules governing their use.
This time we take a look at Foxholes and Trenches. Not meant as a rules primer, nor meant to be comprehensive, this article is simply a few ideas about their use in ASL. You mileage may vary. Offer void where prohibited. Standard disclaimers apply.

Foxholes and trenches are very interesting fortifications in the ASL system.
They seem like they should be so simple. Still, ASL players often misunderstand them or use them unwisely. Since exiting a foxhole renders a unit vulnerable to defensive first fire before it can get to another location, foxholes can often be more like a death trap if set up in open ground.
Certainly it is much more difficult to skulk a unit out of such a foxhole. This can leave a player with the unenviable choice of leaving his unit in the foxhole to take advantage of the +2 TEM, but thereby giving up the opportunity to relocate it effectively, or trying to leave the foxhole in the movement phase and suffer those awful open ground modifiers when it gets shot at. Taken to the extreme, the worst situation a dug-in squad can find itself in is in a foxhole, with nothing but open ground adjacent, and a desperate need to rout. With these considerations in mind, I usually try to place my foxholes adjacent to rout-worthy terrain, if not in that terrain itself.
Remember that a unit can rout through several foxholes without interdiction by spending more movement points to do so (B27.41).
Having woods directly behind a foxhole can have a calming affect on your own nerves and those of your cardboard soldiers when it comes time to skedaddle. All this advice boils down to that famous ASL adage, beware of your rout paths.
Okay, so it is not that brilliant. But players still miss it anyway.
Perhaps more often overlooked, if not as important, as rout implications with regard to setup, is the creation of foxholes during play. Although rarely attempted, digging a foxhole at the right time in the right place can sometimes be that subtle game-winner. Impress your friends. Try it. Like everything in ASL, proper use of this tactic depends on the situation at hand.
It seems especially useful when there isn't much cover around, or you need a squad to occupy ground and yet have some cover from OVR/OBA.
Consider scenario A28 The Professionals.
The Yugoslavs might be well served by having a squad with a machine gun run across the bridge and dig in at the other end. They can threaten a firelane down the bridge, yet still have some protection should the Germans decide to show them the business end of their tank treads. If you play a lot of campaign games, particularly KGP and Platoon Leader, you will often find your troops digging foxholes in order to help define a perimeter for the next scenario. Just remember that entrenching attempts can provoke the enemy sniper.
What is there to say about trenches?
Not much. If not set up connecting to each other, they are essentially the same as foxholes. Their real advantage is in the ability to move from one to another without exiting, and without losing concealment. In the desert, trenches can connect directly to Sangars as well, so entire defensive systems can be constructed.
Don't forget that set up in the same hex as a pillbox or in a hex Accessible to a pillbox, that pillbox becomes a bunker, giving it certain advantages (B30.8).
Red Barricades players probably already know that halftracks and wheeled vehicles may not enter trenches, while fully-tracked vehicles must risk bog to enter, so they can sometimes be used to limit certain avenues of approach by those vehicles. Since trenches allow a terrain bonus –1 DRM to rally attempts (A10.61) it is useful also to consider that in your setup.
When it is easier to dig foxholes:

If you're Russian (-1 DRM A25.21)

When it is harder to dig foxholes:

Desert +2 DRM (F.1B)
Mud +1 DRM (E3.63)
Ground/Deep Snow +2 DRM (E3.722)
NA during Extreme Winter (E3.743)
pierowx
00martedì 17 novembre 2015 21:57
Grazie mille per i suggerimenti!!! Se ne dovessero arrivare altri, ben vengano!
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