Trench Emplacement

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This article is considered accurate for the current version (1.59) of Foxhole.

A dugout that's used for cover and as passageways between Bunkers. Connects to other Trenches. This variant can also serve as an emplacement for mannable defenses.
In-game description

The Trench Emplacement (also known as an Octagon) is an upgradable octagonal Trench where a defensive Emplaced Weapons can be installed.

Construction

The Tier 1 Trench Emplacement is dug with a Shovel, like other trenches. It can't be built on Roads, ice, beaches, or paved areas.

It can be attached to other Trenches or Bunkers by any of its 8 sides. During placement the trench snaps automatically to existing trenches or bunkers, hold Shift to disable this.

Tier 2

A Tier 1 Trench Emplacement can be upgraded to Tier 2 with a Hammer and 50 Basic Materials.

Tier 3

A Tier 2 Trench Emplacement can be upgraded to Tier 3 with a Hammer and 10 Concrete Materials if it is connected (by bunkers and trenches) to a Bunker Base with the Concrete Structures CivicMaterialsIcon.png upgrade.

The concrete must dry off for 24 hours, however small modifications can be added immediately. The duration increases during Snow Storms and Rain Storms depending on their intensity (up to double with highest intensity).

While very sturdy when dry, it is extra vulnerable while wet. The vulnerability depends on how wet the concrete is and functions as a damage multiplier. Wet concrete that's just been placed has a x10 damage multiplier compared to dry concrete. After 8 hours the damage multiplier is roughly x3, and x2 after 12 hours.

Modifications

Certain small modifications can be installed on Trench Emplacements.

Name Icon Description Cost Removal
Barbed Wire BarbedWireDay.png Slows the enemy infantry attempting to invade this Trench. Each Barbed Wire covers only one of the 8 sides of the trench. 1 BarbedWireMaterialItemIcon.png 20 BasicMaterialsIcon.png
Sandbags SandbagsStructureIcon.png A defensive barrier that hinders enemy movement and provides cover during combat. Each sandbags covers only one of the 8 sides of the trench. Soldiers inside a trench cannot shoot over sandbags and cannot exit from a side that has sandbags. 1 SandbagMaterialItemIcon.png 20 BasicMaterialsIcon.png
Pipe EngineRoomPipeIcon.png Provides power connections from Engine Rooms to Bunkers. 30 BasicMaterialsIcon.png 15 BasicMaterialsIcon.png

Reservation

The original builder can reserve it for a Squad BtReserve.png for 52 hours in the upgrade menu to prevent non-members from modifying it, upgrading it, or attaching structures to it. The reservation can be refreshed BtRefreshBunker.png by any squad member. If the reservation expires, the structure can never be reserved again.

Note that a trench not connected to a Bunker Base can be modified by the enemy even if you've reserved it. Inversely, the enemy can't modify your trench if it's connected to a bunker base even if you didn't reserve it.

Demolition

The original builder, and squad members if reserved, can instantly demolish it BtDemolish.png if it was built less than 3 hours ago. The materials used in the construction and upgrades are refunded and dropped under the player. Trench blueprints can also be demolished by the builder if under 3 hours old.

Fill In

At Tier 1, the trench can be filled in with a Shovel, using a button FillTrenchIcon.png in its upgrade menu, to remove it and restore the landscape around it. The trench must not have any modifications installed. It creates a blueprint over the trench which must be dug with a shovel. A Tier 1 Trench husk can also be filled in in the same manner.

At Tier 2 filling in requires Basic Materials and an Advanced Construction Vehicle. A Tier 2 Trench husk can also be filled in in the same manner.

Tier 3 Trenches cannot be filled in.

Reconstruction

When destroyed, Trench Emplacements leave a destroyed version of themselves (a "husk"). They can be rebuilt with the same tool (in Upgrade Mode) and materials used to build the Tier they were on. All previously installed modifications are kept and don't need to be reinstalled.

Use

Defensive Position

It offers great cover and good firing positions for infantry. It is particularly difficult to hit a soldier in a trench with small arms. Trenches are especially useful when linked together in a network to give mobility to the soldiers. It serves to protect infantry against Artillery. It also slowly warms up infantry in it during Snow Storms.

Only the Tanks (except Tankettes and Scout Tanks) and the Colonial Heavy-Duty Truck can cross a trench, every other vehicle hits an invisible wall.

Trenches are neutral structures by default, if an enemy takes your trench, they can use it against you. For this reason care must be taken when digging trenches to avoid accidentally aiding the enemy and hampering one's own team. Both teams are able to upgrade or modify trenches unless they are connected to a Bunker Base, which prevents enemies from adding or removing modifications.

When destroyed, the husk it leaves can still be used by soldiers to hide inside it by crouching but it offers worse cover than a normal trench. Unlike normal trenches, all vehicles can drive over trench husks. The husk also does not protect infantry from Snow Storms.

Emplacement

An Emplaced Weapons can be placed in the trench with a Crane. While in the Trench, the Emplaced Weapon's health is quadrupled and its rotation speed doubled. The Emplaced Weapon is automatically destroyed if the Trench Emplacement is destroyed.

Network Connection

The Base Upgrades unlocked by a Bunker Base spread through and apply to all connected Trench types and Bunkers, up to a maximum range of 40 pieces. Trench husks also spread Base upgrades.

Resistance

It is very resistant to all damage types except Demolition. It is especially good at withstanding artillery. Tier 2 and 3 only gives it more health. At Tier 3, it takes extra damage while its concrete is wet. The destroyed Trench Emplacement has the same health and resistance but its decay is faster and cannot be prevented.

Gallery