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View Full Version : Unit Focus: Engineers (Aug 3)


Heinz57
03 Aug 06, 10:02
There are six different types of engineer icons in TOAW - Engineers, Armored Engineers, Motorized Engineers, Ferry Engineers, Airborne Engineers and Airmobile Engineers. All include a blocked "m" as part of their icon, for specifics reference the manual page 41. Here, we'll focus on the first five...airmobile engineers are a more modern unit type. We can add the Rail Road Repair icon to this group, though it is not specifically represented in 2WiN.

All engineer units, providing they have engineer squands and/or equipment with engineer capability (tracked earth movers, combat engineer vehicles, etc.) have two primary capabilities:

1. Their presence assists other units in digging in - for example, normally units digging for their first time will go from mobile to defend status. In the presence of engineers or heavily fortified positions (represented by % of fortification) units may go from mobile to entrenched status on the first attempt, and usually reach fortified status in their second consecutive turn. This isn't guaranteed, but it is known that engineers help considerably.

2. Engineers can repair blown bridges. This ability is represented by their engineering % - which may be modified by the type of terrain and type of river. Rebuilding a blown bridge across a super river in muddy terrain may take several engineers several turns to complete...you just never know. Readiness and supply probably play a role, too.

Engineers, however, cannot repair rail lines unless their TO&E (Unit Report) includes Rail Repair Crews. Usually, rail repair units are modelled as separate units - but where rail lines are important, you should examine the TO&E of your different engineer groups to see what abilities they have.

Nor can an engineer unit be guaranteed of entering a super river hex with a blown bridge if it doesn't have some ferry engineers present. Sometimes, but only sometimes, ferry engineers are modelled as their own units - more often some ferry engineering assets are included with regular engineers. Their presence reduces the cost of units moving across rivers in which there is no road or bridge, or in which the bridge has been destroyed.

Frequently, a number of engineer squads and ferry engineer squads may be found in other units - including headquarters, infantry or any other significant sized unit. Their presence in the TO&E will aid that unit - in crossing a river or even attempt to fix a bridge (albeit at a low % rate) - but is unlikely to provide the benefits of dedicated engineer unit...by virtue of # of assigned squads, if nothing else.

The other advantage of Engineers is their capacity to put up what may be called a stubborn defense. Though this doesn't happen every time, engineer units have enough of a reputation for causing "run-on attacks" (attacks that last potentially several rounds more than your opponent intended) to give your opponent second thoughts about attacking that seemingly innocuous 2-3 Engineer battalion early in a turn. Frequently enough, too, it seems as though engineers are more inclined to hold a hex better than other units. This is by no means a guarantee, but it weighs heavily enough to treat your engineers much differently than other units.

They should be treated as specialist units - they are effective force multipliers for the defense in being able to provide your units better foritified positions faster and by rebuilding bridges to increase supply to your frontline units. Also, when a hex absolutely, positively must be held - including an engineer in the mix is a healthy addition.

The final note for the engineers is that they appear to have a tendency to be highly susceptible to partisan/guerilla attacks. Engineer units which might withstand a few rounds against overwhelming numbers of armor have been known to retreat before combat in the face of partisan units. So, while engineers are frequently behind the lines building bridges or setting up fall-back positions, they are not the best units to rely upon for rear area security.

Telumar
03 Aug 06, 10:54
Readiness and supply probably play a role, too

They affect directly the engineering capability (percentage). This percentage value is also affected by proficiency.

L'Emmerdeur
03 Aug 06, 19:12
Is there an advantage in, say, adding engineers in an infantry attack on armour? Do the engineers add anything to that? Or , apart from engineer stuff like bridges, railroads etc, are they really only best used in defence and digging in situations.

L`zard
03 Aug 06, 21:14
Is there an advantage in, say, adding engineers in an infantry attack on armour? Do the engineers add anything to that? Or , apart from engineer stuff like bridges, railroads etc, are they really only best used in defence and digging in situations.

I've noticed combat engineers ,anything to say about those flame-thower equiped sorts in terms of taking out armor?

Or as a general note towards usage?

Usually in 'monster' east front scenarios, and usually as reg/div attachments........

Heinz57
04 Aug 06, 02:56
Engineer squads have the same basic statistics as Assault squads. With the exception of supplemental anti-tank capabilities, these are the most effective squad-types. Both have a strength of 1 against armor, but a strength of 5 vs. personnel...an anti-aircraft defense of 1 and a base defense of 10.

So, without doubt, engineer squads are good for contributing to an attack, and units which have a predominance of Engineer squads vs. say ferry engineers or rail repair crews, can be considered as Combat Engineers. On the offensive, they I don't really consider them any better than other units. I very rarely use them in offensive capacities by themselves, so additional input is needed on their offensive capabilities.

There aren't any dedicated flamethrower supplemental squad/team types, as I believe the flamethrower is included within the engineer's natural equipment. However, they do show up frequently enough with various flamethrower vehicles - Pz II/III flamethrowers, SPW 251/16, OT-34, T-26 flamethrowers, M3A1/M4 flamethrower tanks, among others. These kind of vehicles don't have very strong anti-armor capabilities, if any. Other assault guns might be added to boost their anti-armor ability, so their overall abilities will vary from unit to unit - examine the Unit Report.

If you are playing scenarios where there are a large number of bridges/rivers - like DNO, Goetterdammerung, Fire in the East, among others - one side or the other is going to need all of the engineers they can muster to keep the front in good supply. As well, if you are playing a scenario in which you will have to rely upon rail transport, it is good to keep at least 1 engineer in the rear in case the opponent blows a vital bridge.

Rail Repair Crews should always be kept out of the frontlines until they are no longer needed to fix rails - such as in the last stages of a game, or where further rail ability is unnecessary. If nothing, this gives you one last fresh reserve to commit.

Bombers on bridge busting campaigns can equate to victories and defeats, almost unto themselves when the opponent is not using their engineer assets wisely. However inconvenient it may be to have a good combat-worthy engineer 40 hexes from the front lines building bridges, it's contribution to the front is far greater than anything else it could possibly do at the front.

There comes a point in some scenarios where one wants to start balancing their losses more evenly across their total assets. If you start having almost as many engineer squads as you do rifle squads...ha...well, you've probably passed that point!

But...that is a different subject...