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Enemy Trench System

Enemy trenches · Fallback trenches · Enemy fallback position three

Three successive enemy trench lines with no connecting tunnels, forcing retreats across open ground.

Story so far

Tran draws the enemy trenches on the southern assault map: three separate trench systems, each about a hundred meters behind the previous. Unlike the crawler trenches, which are all connected by tunnels that can be collapsed on demand, no tunnels are known between the enemy's three lines, and historically the enemy has never bothered with them. If they have to retreat, they must pop up and withdraw over open land before they can jump into their fallback positions.

Manning breaks down cleanly. Fallback position three holds the officers and hospital corps. Trench two is mostly empty with a few guards. Everyone else is in the first trench system, which Tran notes "isn't anything like ours" — just a straight line with a few bunks, manned solely by NPCs and Mercenaries with no inner-circle officers from any team. Most banners are Prism Kingdom, possibly all Prism by the numbers, with only one Naga standard, a smaller contingent of The Madness drawn from the absorbed Lemig Sortion, no orcs, no Operatics, and a few Reavers with pets. Boomer notes these southern positions are less protected than the enemy's northern line and asks twice to confirm they are still laid out that way.

Appearance

Three parallel trench lines a hundred meters apart; the forward one a bare straight cut with a handful of bunks, the rearmost housing officers and a hospital corps.

Role

The fortified enemy line the southern assault must break.

Relationships

Prism Kingdom — Provides most or all of the troops in the forward trench
Mercenaries — Man the first trench alongside NPCs
Tran — Mapped and described the whole system
Naga Territory — Located just north of the artillery hills inside it
Sources — 1 recorded facts, by chapter
Chapter 29
  • Three successive enemy trench lines with no connecting tunnels, forcing retreats across open ground.
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