18. Obstacles & Engineers
As well as infantry and supporting weapons, the
battlefields of the Second World War saw specialist
troops and equipment take to the field as never before.
The Engineers were ubiquitous across all battlefields,
carrying out specialist tasks under fire.
18.1 Obstacles
The following obstacles may be deployed, usually as
Support Options selected for the Mission.
Minefields
Minefields are 6" square. They are a mix of anti-vehicle
and anti-personnel devices. They cannot be crossed by
any Units or vehicles unless they have been cleared.
Barbed Wire
Fully tracked vehicles can cross barbed wire, treating it
as Soft Ground, with a risk of becoming immobilised. If
a fully tracked vehicle successfully crosses a section of
wire, it is removed and replaced with an area of Broken
Ground 6" by 2".
Barbed wire is a linear obstacle in sections 6" wide by 2"
deep. It cannot be crossed by infantry, wheeled or halftracked vehicles unless it has been cleared.
Roadblocks
Roadblocks fully block roads of any width and are 2"
deep. They prevent all vehicle movement. Infantry treat
a roadblock as a Minor Obstacle.
18.2 Engineering Tasks
Engineers carry out specific tasks. They do not operate
as infantry Teams. They do not fire or throw grenades
and only fight in Close Combat if they are attacked by an
enemy.
An Engineer Team activates on a Command Dice roll of 1
or with an Order from Leader. The Team can undertake
tasks without penalty providing at least one Team
member is present.
18.2.1 Clearing Minefields
To clear a Minefield the Engineer Team must be activated
when in contact with it. They roll 1D6, on a roll of 5 or 6
the Minefield is clear at the end of that Phase. On a roll of
1 to 4, the Minefield remains an obstacle. The Engineers
may attempt to clear the Minefield in subsequent Phases,
increasing their roll by +1 with each attempt.
18.2.1.1 Clearing Mines in Verges
Allied Engineers may check road verges for unmarked
German mines. To do so they roll 1D6 when activated
moving that distance in inches and clearing the verges
along both sides of the road for that distance. Any
vehicles moving across that area of road verge cannot be
affected by Mines in Verges.
18.2.2 Clearing Barbed Wire
To clear a section of Barbed Wire the Engineer Team
must be activated when in contact with it. They roll 1D6,
on a roll of 4 to 6 the Minefield is clear at the end of
that Phase. On a roll of 1 to 3, they do not clear the wire
section. They may try again in subsequent Phases.
Engineers may also use an Explosive Charge to clear wire.
18.2.3 Explosive Charges
An Engineer Team can clear an area of Barbed wire,
Minefield or Road Block by using an Explosive Charge, if
selected as a Support option.
An Engineer Team detonates an explosive charge when
activated whilst in contact with the obstacle they wish to
clear. The Engineer Team rolls 1D6, clearing the obstacle
on a roll of 2 to 6.
On a roll of 1, the charge detonator is faulty. The Team
can roll again when next activated. If the detonator
fails on the second attempt, the charge is faulty and is
discarded.
When clearing a Roadblock with an explosive charge,
they roll 1D6. On a roll of 4 to 6, the roadblock is cleared
and may be crossed as though Broken Ground. On a roll
of 1 to 3, the Roadblock is partially destroyed, counting
as Broken Ground but vehicles must move cautiously
when passing it.
18.2.3.1 Mouseholing
An Engineer Team can use an explosive charge to blast a
hole through a wall into a building or a connecting wall
between two buildings. One explosive charge allows
Mouseholing to be done twice.
When in contact with the wall, they roll a D6 when
activated, succeeding on a roll of 2 to 6. They fail on a
roll of 1 and that charge is lost.
An Infantry Anti-Tank Team, or a Unit armed with
a Section Anti-Tank weapon, may also create a
"mousehole" by using one round or one single shot
weapon. A Senior Leader must use one Order to get the
Unit to do this. They roll 1D6, as above. They ignore the
restriction on back-blast weapons.
Where a mousehole is created, this can be moved
through as though a normal size door.
18.3 Engineer Casualties
Where an Engineer Team is killed or Breaks, a Force
Morale roll is made for the loss of a Team. An Engineer
Team may leave the table by contacting a friendly JumpOff Point. They are removed immediately with no Force
Morale Test.
18.4 "Having a Go"
Where no Engineering Team is available, any infantry
Team can attempt to clear minefields or barbed wire.
When activated adjacent to the obstacle, they roll 1D6,
clearing it on a roll of 6. On a roll of 2 to 5 they fail but
can try again when activated. On a roll of 1, they fail
badly. One figure is killed and the Team takes one point
of Shock.