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I may be disrupted, but I can handle a shovel...
04-23-2019, 02:28 PM,
#1
I may be disrupted, but I can handle a shovel...
So---we took the position that a disrupted unit may instigate digging in ....

the rules are a bit unclear:

Any unit NOT DEMORALIZED may dig in when activated.

But...if after the 1st turn the unit is demoralized OR disrupted...then digging in must restart....

so if you are disrupted---you can continue to dig in as long as you are not disrupted or demoralized again...

?
Does that stand the sniff test?

cjSmile
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04-24-2019, 01:22 AM,
#2
RE: I may be disrupted, but I can handle a shovel...
Digging in rules were a little squishy in the 2nd & 3rd editions, then became harsh in the 4th. As it is now, being shot at stops and resets digging in. A little odd considering that bullets whizzing around should encourage the excavative activity. Back in the 3rd edition, we decided that digging/dug in status was maintained, so long as the unit did not leave the hex. We the 4th edition came, we didn't change our rule on the digging in.
... More and more, people around the world are coming to realize that the world is flat! Winking
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04-24-2019, 03:19 AM,
#3
RE: I may be disrupted, but I can handle a shovel...
16.21

If, after the first segment of digging in but before the second, the unit or leader is interrupted by becoming demoralized or disrupted, firing on enemy units, participating in an assault as the attacker, or moving, the Dug In marker is removed. The two-turn process must begin anew in a future action segment.


Becoming means a change in morale status. If a disrupted unit begins to dig in and remains disrupted until its next activation, it can can finish digging in.

Assuming the unit remains disrupted the whole time and does not fire on enemy units, participate in assault as the attacker or move, the following examples are valid:

Example 1
Turn 10: The disrupted unit begins to dig in. 
Turn 11:  The disrupted finishes digging in.

Example 2:
Turn 10: The disrupted unit begins to dig in. 
Turn 11: The disrupted unit attempts to recover and fails.
Turn 12: The disrupted unit attempts to recover and succeeds (it is now in good order)
Turn 13:  The good order unit finishes digging in.
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