The western map edge in Red Barricades CGs

jrv

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B24.5 " No Fortifications are allowed in a rubble Location, although rubble effects from higher level rubble can co-exist in a Fortified ground level hex "
B28.1 "Minefields are a form of Fortification"

B24.121 " Falling rubble transforms any non-Water Obstacle terrain it falls on into a rubble counter at ground level..."

Ergo, falling rubble eliminates any minefield in the location in which the rubble counter is placed.
It might eliminate the minefield, but it wouldn't eliminate the trailbreak from what you say.

JR
 

bendizoid

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B24.5 " No Fortifications are allowed in a rubble Location, although rubble effects from higher level rubble can co-exist in a Fortified ground level hex "
B28.1 "Minefields are a form of Fortification"

B24.121 " Falling rubble transforms any non-Water Obstacle terrain it falls on into a rubble counter at ground level..."

Ergo, falling rubble eliminates any minefield in the location in which the rubble counter is placed.
What about a dug in tank in the rubble hex?
 

witchbottles

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It might eliminate the minefield, but it wouldn't eliminate the trailbreak from what you say.

JR
agreed, it eliminates any Fortification. A TB is not a Fortification. See B24.121 for the TB elimination
 
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witchbottles

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What about a dug in tank in the rubble hex?
D9.54 DUG-IN AFV: "A Dug-In AFV is treated as an Armored Cupola except as stated otherwise."
9.5 "...An Armored Cupola is considered the equivalent of an Immobile tank in every way except as modified below or by SSR."

Nothing in D5 et al states either is a Fortification.

O.7 " Since it is treated as an immobile tank..."

Nothing in O.7 defines a Dug In AFV as a Fortification.

Index (Part of the ASLRB) "Cave, Entrenchment, Minefield, Panji, Pillbox, Roadblock, Tetrahedron, Wire)"

Nothing in the index definition of Fortifications lists a dug-in AFV or an armored Cupola as a Fortification.

B24.121 would then apply to any dug-in AFV in the location. B24.121 eliminates the TB. "...and eliminates any non-armored (including non-AFV wrecks) or OT AFV unit/Fortification/TB in that hex..."
 

witchbottles

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I've lost a sIG 33B because it was in bypass of a multi-hex building that suffered falling rubble from a Russian OBA rocket attack, and B24.121 applied. No chance for a save, just a grave of bricks, dust and broken twisted steel reinforcing rods. If it happens once, you'll learn not to park OT AFVs in bypass of buildings when rubbling is as large of a possibility as it is in a RB CG III.

Good places for mines early are to stop the German advance on F5 and B12 buildings, or to prevent the Chemist's Shop (the printed one, not the real one), from falling too early and intact to a surprise German assault. F5's sewer hole can be the way in and out for your Russians defending the building until it falls, and the Germans MUST take it, by Day 2, or face a huge salient in their rear area along the most important map edge for them to advance. The "standard" German tactic is a smoke barrage and assault via 548/238's. a 6 FP mine field would slow that down tremendously, and moving via sewer into and out of the building would not attract suspicion they are there.

A second good spot is to cover one of the trenches in a 4 trench defense to stop the armored blitz. mines in a single hex building to one side of the trench that allows for exploitation to the riverbank can be a nasty surprise for a German blitz. Frees up some MGs and/or Guns and Mortars for other duties also, on days 1-3.

just some random pennies of thought.

KRL, Jon H
 

witchbottles

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mines are likely one of the best "delaying" forces in ASL. Hard to dispose of, they either slow the enemy to a crawl, or force him around them. Either way, they free up more firing units for other duties. In a CG like RB CG III, where Russians need all the fire they can muster on days 1-3, mines can be a good investment.
 
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The negative of mines early is (a) they cost a lot per factor, (b) you need ? and HIP , and (c) you have lots of needs for CPP for troops so buying large amounts of mines is tough if you are under major pressure due to having to hold ground.

But yet, mines are good. Just in small amounts as they do cost a lot.
 

witchbottles

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What about a dug in tank in the rubble hex?
if he's in the hex when falling rubble occurs- that's been covered. He cannot set up in a rubble hex, however, only a debris hex ( and this is also a great place for a minefield, with the dug in AFV in debris. )
 

kcole4001

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Mines are great surprises, so you don't need a lot to have a big effect. Once the German trips up on 'em, he's going to be more careful.
Of course, the more you have, the bigger the effect, but they are expensive and the Russian usually feels kinda desperate most of the time.
 

Honza

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He cannot set up in a rubble hex,
I'm sure there has been much discussion about this. The rule section for dug-in tanks in RB seems to imply they CAN set up in rubble. O11.6194c.
 

witchbottles

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I'm sure there has been much discussion about this. The rule section for dug-in tanks in RB seems to imply they CAN set up in rubble. O11.6194c.
I agree you are correct, per the SSRs for Red Barricades, they can be set up in a rubble location as you noted. That is SSR specific to Red Barricades, however, and would need a similar SSR to apply elsewhere. Thanks for the rules assist. :)

KRL, Jon H
 
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