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Trenches.
Yes, same cost and rules as the Baran Siegemasters. 27%  27%  [ 8 ]
Yes, but make them more expensive and limited in type than the Siegemasters Trenches. 47%  47%  [ 14 ]
No. 13%  13%  [ 4 ]
I don't have an opinion, but I do like polls. 13%  13%  [ 4 ]
Total votes : 30

Trenches.

 Post subject: Trenches.
PostPosted: Mon Jul 02, 2007 10:24 pm 
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So, should the Death Korps be allowed trenches?


Plus, crazy thought, what if they were allowed to *dig* trenches in-game?

Imperial Armour 5 has references to Excavators based on the Leman Russ hull which are used to dig trenches.

Just spitballing:

Leman Russ Excavator:
Speed 20cm.
Armour 4+ Reinforced.
Heavy Bolter (30cm, AP5+).
CC6+
FF6+

Notes: If it takes a Sustain action, instead of opening fire the Excavator may opt to place 5cm of Trenchworks.


Buy 'em in cheapish groups of 3 as a Support Formation.


Too small-scale? What if they placed 10cm each instead?



Uh yeah, vote! :)

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 Post subject: Trenches.
PostPosted: Mon Jul 02, 2007 10:28 pm 
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Well trenches are at least 2m deep. And 5cm in epic scale are rougly 10m in real world. I don't think that eve a vehicle can dig this amount of earth in the timefram of an epic turn.

But fortifications for DKoK? Go for it! :D

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 12:19 am 
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For trenches I would think that they should be both more expensive and limited in range than Barran trenches.  Ive always imagined the DKOK to have an Anglo-French attitude towards trenches- ie they are only temporary cover untill the next assault and not to get too comfortable in.

Nice idea about the excavator, but I dont know how realistic it is to expect a vehicle to make trenches in the space of an epic game.  As a scenario though I think this would make a great idea.  Say a scenario based upon creating an entrenched position or setting a mine.

Spitballing wildly too: it was common for 2nd waves of inantry to be prepared to fortify a taken position with pickaxes, shovels etc.  So what about sappers that can create some sort of light cover once per game by improving something already existing, ie take a crater or ruins and improve the cover save by one (as long as it is less than trenches...).

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 12:20 am 
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Another thought- if not a digger how about a baricade builder?  Would that be more feasible?

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 12:40 am 
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I think they should have trenches - bought like a transport for an Infantry Company and said company must Garrison.  Possible also have a Sapper Company or Upgrade that can add trenches to a held Objective, but the Sapper Co. cant hold objectives - must follow someone in.

Was so tempted to vote "I do not have an opinion but I like polls"





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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 1:01 am 
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(orangesm @ Jul. 03 2007,00:40)
QUOTE
Was so tempted to vote "I do not have an opinion but I like polls"

Damn I missed that one.  :D

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 6:01 am 
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Well, think of it this way.
The Baran are the Germans with their loverly concrete bunkers.
The Death chappies are the British with their mud, glory and tanks.
So how about foxhole style things? They are you jump off points in your deployment zone so any infantry that has not yet moved may claim the same benifits as units on Overwatch (5+ cover save etc minus the shooting). Would make the infantry less vulonerable to being zapped before they build up a head of steam too.

Must say we must play Siegers verses Death Korps at some point :)

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 11:44 am 
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The Baran are the Germans with their loverly concrete bunkers.
The Death chappies are the British with their mud, glory and tanks.


Aye, that's been my ethos with them all along.


So how about foxhole style things?


Sounds like a good start... similar rule for artillery pieces?



Must say we must play Siegers verses Death Korps at some point

EEEeeeeeeeeeeeeeeeeeeeeeeeBOOOM! :D

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 Post subject: Trenches.
PostPosted: Tue Jul 03, 2007 4:32 pm 
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(The_Real_Chris @ Jul. 03 2007,06:01)
QUOTE
So how about foxhole style things? They are you jump off points in your deployment zone so any infantry that has not yet moved may claim the same benifits as units on Overwatch (5+ cover save etc minus the shooting). Would make the infantry less vulonerable to being zapped before they build up a head of steam too.

I'd recommend taking a look at the "entrenchment" rules in the Assault scenario on the SG site.

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 Post subject: Trenches.
PostPosted: Mon Aug 13, 2007 5:23 pm 
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I really should close this poll... the Kriegsmen had trenchworks added to their armylist two revisions back now. :)

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 Post subject: Trenches.
PostPosted: Mon Aug 13, 2007 6:14 pm 
Only slightly on topic:

Grandpa complains that just when he got a nice warm foxhole dug, they had to move out.


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