Stone age caves: no mines in rubble [B28.1], unless there is a RF rule I am overlooking.
I was a bit perplexed about a comment on LOS with regard to railroads. RR that run between hexes (e.g. k20/l19) are embankment RRs and are treated as walls. All other RRs (e.g. S20) are ground-level RR [RF2.4] and should have no impact on LOS.
Late in the video you mention using Double Time to move under wire. Units may not use double time in a turn when they (attempt to) move under wire [B26.46].
One thing the Soviets might have considered is some opportunity fire combined with searching. The searching unit is fairly likely to suffer casualties, but, hey, they're Soviets. Suffering is what they were born to do.
Personally I like to use the DCs for clearing the wire. It does mean the DCs can't be used later for breaching fortified buildings, but that's a problem for tomorrow. V18 would be a good place to clear, because then you can get into the V18 trench. It isn't likely that V18 is mined (although search first, just in case). The nice thing about the V18 trench is that it allows access to otherwise fortified buildings [RF6] and across any mines in the building hexes without attack. If you use one or more the DCs to clear wire, you can consider using first line units to place them. The penalty for non-qualified use is a malfunction on a ten (instead of a twelve), and a ten or eleven would not clear the wire anyway. You could use multiple in one hex (e.g. again v18) or you could just try different hexes and run through which ever works. You could also try the east edge wire. You already know that X14 has no mines (above). Perhaps a sneaky move is to start the 8-0 and one or two squads or crews in CC14 each with a DC then move to y15 and place across the wall into x15 using the road bonus (edit: you don't need the road bonus for x15; you could clear x13 instead using the road bonus; on second thought just start in CC13 and never mind the road bonus). That might put the Germans back on their heels. Plus you can use the term, "
forlorn hope", for the units. As you move them, shout "
Badajoz, Badajoz!" for the full effect.
edit: there's wire in y15, preventing placement on x15 on the first turn. x13 (or even x12) remains viable on the first turn.
JR