Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You most likely will still lose the first trench line to the assault so make sure you have a communication trench from your second line to your first line so you can reinforce the first trench when troops in the first line innevitable die to bombardment or melee.
I also build a small third trench line in case my 1st falls and my 2nd trench line now becomes my main line.
Don't forget to bring in fresh troops to replace losses. use the pause function if it all gets a bit hectic. Also when I know the enamy is going for a specific point I take roughly half of the troops from my other points to the one that is being attacked. A spotting balloon is a great tool to get an early warning for where they are going to attack.
I see, thank you. I will try to build my trenches further from each other. I can always savescum this so I can see the range of shell-shock and build around it accordingly. Though I admit I might not know which side the enemy AI is going to take, so it will take time before I manage to fight the AI off.
Save scumming is actually bad for your defense. The game saves the trench systems that you have build. So if the enemy attack from the same direction for a second time you will have the benefit of already having build the trenches last time. This leaves more supplies for other things and thus a better defense thsn last time.
Allow yourself to lose a few battles and you will see that losing a battle isnt a big deal in this game.
Losing is actually part of my campaign strategy. Attacking is difficult in this game so in order to mass enough troops and supplies to launch an effective attack for a star I have to leave 1 or more regions lightly defended. These regions will probable lose the battle but as long as I don't lose too hard it allows me to make gains somewhere else.
https://steamcommunity.com/sharedfiles/filedetails/?id=2956565666
Personaly i have a "Wavebreaker" that is along the entire frontline that is not connected to the rear area so the enemy cant meele rush into the rest of my network.
I then place a "Fighting Trench" as my main defensive line behind it with a depth of 3 trench wides so that artilley may not supress to much of a section on the trench and they still have overlapping fields of fire.
In an equal distance behind that i have my reserve trenches that are conected to the fighting trench to bring up reinforcements to the front via com trenches so they dont get shot if enemys occupy the "Wavebreaker"
In the middle only the "Wavebreaker" and "Fighting Trench are there to move troops from west to east and vice versa to drive enemys back out with meeles without having to go over the top.
The reserve trenches consist of 2 lines of Trenches where command posts are.
You fill the wavebreaker fully with 1 unit in each trench so you dont lose to much to arty (One unit uses the firestep at anytime anyway) and the fighting trench is also manned.
You sprinkle some direct reinforcements in the rear trenches and if you can affort it you get artillery BUT its more important to send in more soldiers (10 per normal unit,20 for elites) instead of placing 90 for a heavy arty (9 units) that uses 9 supply per round (almost a unit) since soldiers can be more usefull when defending then artillery. Only use artillery so that you can keep the trenches supplied and armed.
MGs should maybe places at the Fighting or the Rear trench because the wavebreaker will most likely get suppresed by light artillery and the mgs fall to grenates from assaulting units.