VotG and in extension, Red Factories 'Perry Sez' regarding Fortified Buildings

Bryan Holtby

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Q1: No.
Q2: No.
Q3: Yes.

....Perry
MMP

ASL
Mon, 26 Apr 2021 21:25:59 -0400

These questions are regarding Fortified Buildings in Valour of the
Guards CG and would likely also apply to RF.

CG SR 7: "CG7: TERRAIN CHANGES: During the course of the same CG,
alterations of printed mapsheet terrain are bound to occur, all of which
become "permanent" (barring subsequent Clearance/Removal or Deactivation
[12.6143] if applicable) . All counters for Fortifications , Rubble ,
Breaches, Trailbreaks, Shellholes, Wrecked Rail Cars, Gutted Rail Cars
and wrecks are left on-map from scenario to scenario. Any terrain
ablaze........

Note that the Fortification Removal step VotG 12.617 (RO 11.615) only
allows for removal of "Known wire/minefield/Entrenchment (including A-T
Ditch).....A Roadblock may also be rolled for removal...."

Q1: Can a Fortified Building be purchased (VotG 12.623 and RO 11.621)
and added to an existing Fort. Building Location which has been Breached
to effectively rebuild and thus eliminate a Breach? If YES, does it
matter who originally placed the F.B.?

Q2: If a Breach exists in a non Fort. Building Location, can a F.B.L. be
purchased and placed in that location to eliminate the Breach?

Q3: Assuming that it does not eliminate the Breach but can be placed
there, do all other benefits for F.B.L. apply per B23.9221?

Thank you for your time!

Sincerely
Bryan Holtby
 

Dualnet

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Just for clarification

Q1. If a fortification bulding hex is subsequently placed in a hex with a previously breached wall does the following (23.922) still apply to movement through the breached hexside:

Q2 If a fortification bulding hex is subsequently placed in a hex with a previously breached wall does the following (23.922) still apply to movement through all other hexsides:

To be absolutly clear the wall was breached in day 2 and the hex is fortified in day 3

23.922 ENTRY: Infantry may not enter a Fortified Building Location during any phase if an unpinned, Good Order, armed enemy squad (or its equivalent) is inside.
 
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