>Any crossing irrespective of whom does it can only be done if the trench
>is unoccupied. Therefore most units need to destroy defender before they
>can cross.
>
>Titans/praetorians and knights ONLY can ignore the trenches and
>occupants and cross them due to size or agility.
Add big imposing 'nid monsters like carnifexes and such to this
>Tracked vehicles would have the easiest time, but it's slow. So tracked
>vehicles can cross on advance orders. They do get stuck and that pretty
>much means they are immobilized. They are immobilized on a roll of 1-2
>on a d6 (super heavies on a one). Vehicles that are immobilized have
>only their CAF value for close combat and do not roll the standard 2d6.
>This makes these immobilized vehicles easy prey for trench defenders.
>
>Engineers and bridging vehicles nullify the penalties.
Very good. I like this rule a lot.
>Cavalry, bikes and wheeled just cant cut it when it comes to crossing
>trenches. History is just full of examples of this. These units CANNOT
>cross trenches without the help of combat engineers or bridging units.
>These units are great to exploit breakthroughs, but you need to
>BREAKTHROUGH first.
Very good. Makes brilliant sense
>So simply put you CANNOT destroy it, you'll have to be smart and learn
>to bypass, assault or bridge it, just like in real life.
Again true to an extend allthough heavy arty can cause the trench to
collapse, burroing troops in dugouts and such. However the cratered remains
would still provide excellent cover.
For game purposes its easier to assume that trenches are indestructible.
Weasel
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Received on Thu May 02 2002 - 01:44:11 UTC