I'm finding it difficult to see how the Reds can win LM14, Luting Bridge. Since minimum move is need to move onto each section of the bridge, one is marked both PIN and CX. So, no minimum move the next turn, and no Clearance DR possible this turn. With only six turns and four bridge segments, it is hard to see how anybody can get across in time to capture the two victory buildings.
Do you know the procedure for Clearance rules?
They differ per item you are attempting to clear in the frequency.
I would treat the Bridge as a "ROADBLOCK" as your movement is curtailed. It would be thematic and this is the only ERRATA needed as clearance is different per type of obstacle. AND
logical based on the turn length.
You can MIN MOVE every turn AND you Start on the 3rd bridge location.
This is the Beginning of the GAME .
Move the K8 units (9-2) forward as well as everyone else.
During TURN 1 DFph begin CLEARANCE. You can't shoot anyway.
Lead units (being CX) will need an 8, 10, 11 in succession. That would be the end of TURN 2.
Other units would need a 6,8,9 at the END of TURN 2
If you fail on your turn, you will be delayed....but on ENEMY TURN at least you get to move forward.
You use the 9-2 for that LEAD clearance...and the COMMISSAR to give ML. Units on the bridge DO NOT BREAK. Use units with the 8-0 to replace losses.
once bridge is completed the 10-0 9-2 combo will kill everything.
NOTE: if units in the back complete, and the 9-2 somehow doesn't , AT LEAST they can fire now.
IF they fail they get Labor.