Battlefront WWII
Paul Bernadino's Engineering rules
ENGINEERING RULES
The original rulebook did not go deeply into engineering rules. Here are some prototype engineering rules
developed by Paul Bernadino (basic engineering rules), Ken Natt, R. Mark Davies, and Jim Baker,
that cover many of the tasks that would be performed on the World War II battlefield.
Many of these tasks require external record keeping. These rules are definitely not "official" and
we welcome your suggestions for improvements.
- Perform Engineering Action
- Perform Demolition Action
- Remove Demolition Action
Engineering Action
We are lumping the performance of most engineering tasks under generic actions
that is performed during the maneuver phase.
Restrictions on Engineering actions
- A unit must have at least one available action to perform an engineering action.
- Units performing engineering action may not perform any other action during a turn.
- Units that perform engineering actions may not fire in the offensive fire
NOR may they have fired in the defensive fire phase of the previous player turn.
Players must keep track of this externally. Note a unit that performs an engineering
action may fire defensively in the same game turn, but would then be prohibited from performing
another engineering action in the NEXT game turn.
- Some engineering tasks require more than engineering action to complete.
Players must keep track of this separately.
- Units performing engineering actions are considered moving for spotting purposes.
- Performing an engineering actions will trigger opportunity fire.
A disorder or knocked-out result will cancel the engineering action for that turn. If the enemy waits
until the defensive fire phase to fire, the engineering action will be completed even if the fire is
effective. If an engineering task requires several turns to perform, it is possible to do them on non-sequential
turns or have a different unit continue the task if the original unit is knocked-out or disordered.
Demolition Action
- A demolition action is a special case of engineering action. It is subject to all of the restrictions
on engineering actions above.
- It can only be done on prepared demolitions (the method for preparing a demolition will
depend on what you are trying to do). Preparing a demolition is a separate process from
the demolition action itself. You can prepare a feature for demolition and then
delay exploding it until later, or you can specify in a scenario that demolitions are already prepared.
- To perform a demolition action, roll a d10.
On any roll but a 1, the action succeeds and the demolition is successful (this may
have different effects depending on what you are trying to do).
- On a roll of 1, the demolition was a dud
or failed to have the desired effect. It must be prepared again before another demolition action can
be attempted.
Remove Demolition Action
- It is possible for units to remove prepared demolitions. A remove demolition action
is a special case of engineering action. It is subject to all of the restrictions on engineering actions above.
- It can only be done on prepared demolitions.
- To perform a remove demolition action a unit must emplace adjacent (within 1") to the demolition.
- It may then perform an engineering action to remove the prepared demolition.
The minefield rules are expanded and made more detailed.
NEW MINE PASSAGE MODIFIERS
Die result and effects from original chart remain the same. Use the following modifiers:
New Minefield Passage Modifiers |
Dense field | -1 |
Scattered minefield | +1 |
Surface laid mines | +1 |
Following a traversed path or marked lane | +1 |
Tracked vehicle moving through AP minefield | +1 |
Discipline Rating | +dr |
Combat Engineer stand | +1 |
Using Rapid Advance | -1 |
Minefield Types and Restrictions
- Minefields typically are laid in multiple sections that have a dimension of 1" x 2"
- Mines may not be laid in built-up areas, marshy ground, or streams
- Mines may not be buried on paved roads
- Minefields must be of one of 4 types:
- AT (anti-tank/anti-vehicle)
- AP (anti-personnel)
- Mixed
- Dummy
Unless otherwise specified, minefields are considered Mixed
All units roll for passage through AP or mixed fields. Only Vehicles only roll for AT fields.
- Minefields have a density of
- Scattered
- Normal
- Dense
Unless otherwise specified, minefields are normal density.
Pure AT or AP fields may be of any density.
Mixed fields must specify different densities for AT or AP mines,
but the maximum density that may be specified for either type in a mixed field is Normal.
- Minefields are either buried or surface laid. Surface laid fields are easier
to detect and pass through. Buried fields are concealed and may first be detected when
something blows up. Buried minefields may only be laid before the scenario begins.
Note that "surface-laid"
in this context does not necessarily mean that the mines are lying around on the surface of the ground, just
that the surface of the ground has been disturbed enough to indicate that some sort of engineering
activity has taken place.
LAYING MINES DURING PLAY
- Only surface minefields may be laid during the course of a game.
- Typically, an engineering platoon has sufficient mines
to lay one scattered field of one type either AT or AP, but this could be modified
by the scenario.
- It takes 9 engineering actions to lay a field 1"x2" field of one type of mine.
- Up to three engineer stands may combine their efforts to lay a minefield.
Therefore, if one engineer stand were to lay a minefield,
it be completed at the earliest in 9 turns. Two stands could get it done in 5 turns,
and 3 stands in 3 turns. Players must keep track of the engineering actions expended.
- Only one type of field can be laid at a time.
To lay a mixed field, you first lay either the AT or AP field,
then lay the other.
Spotting mines
Buried minefields cannot be spotted.
The only time you know you are in one is when the things blow up.
If laid in the open, surface minefields are treated as dug-in troops on the edge of dense cover.
Otherwise treat them as dug-in troops deep in dense cover. If a surface minefield is spotted,
the opposing player is told its dimensions, but this does not otherwise change its effectiveness.
Dummy minefields
A Dummy minefield is treated as surface laid/normal density minefield in all respects
until the first unit attempts passage. If the die roll is anything other than traverse,
it will be revealed to be a dummy and is removed.
Alternatively, an umpire can make all minefield passage rolls in secret
and just let players know the results.
In this case, all attempts to traverse a dummy minefield would be successful,
but the player would not know
if the field is a dummy or he was just lucky :-)
Dummy minefields may be laid instead of real fields. It takes 5 engineering
actions to create a dummy field.
CLEARING MINES
In the scope of a game, the only way to clear a path through a field is
either by mechanical means or by demolitions.
Troops marking a lane through a field
Troops may manually try and mark a lane through a field.
To do so, the unit must make a breach action, and roll on the minefield passage table.
If it successfully traverses, then a lane is marked in the field.
Note: Marking a lane does not cause the removal of the minefield, it merely makes a lane
that other troops can try to follow through the field with a +1 Modifier. Any unit that wishes
to follow directly in this path can perform a breaching action to use the path.
When the unit moves through the field via the path, it gets the +1 modifier in the
mine passage chart.
Units may attempt to move through a minefield without creating a lane
(they can move farther than is allowed with a breach action). Even if they are
successful, no lane is created.
Engineers using line charges
Engineers can lay a line charge and blow a cleared path through the field.
It takes engineering action to lay the prepare the line charge for demolition and
a successful demolition action to explode it. A successful demoltion action
will result in a lane one vehicle wide and 1" deep cleared of all mines.
To use the lane, a unit must perform a breaching action, but does not need to roll on the
mine passage table.
Flail tanks
Flail tanks can clear a lane through a minefield my merely moving through the minefield
with the flail activated. To use the flail, a flail tank may only move at half
its cross country speed. While the flail is activated, the tank may not engage in
any fire (offensive or defensive).
When a flail tank traverses a minefield, roll on the minefield passage chart.
Any result except knocked out has no effect. The tank will
successfully traverse the field and a cleared lane will be created.
A knocked-out result will not destroy the tank, but will damage the flail
and the tank must halt disordered without creating a lane. A damaged flail
cannot be used for further mine clearing attempts, and the tank cannot
engage in any fire (offensive or defensive) until the damaged flail is discarded.
It takes one engineering action to discard a damaged flail.
Just replace the flail tank with a normal tank of the same type.
Clearing minefields with Artillery Fire
If a minefield is struck by an artillery template,
treat the field as dug-in troops. If a knocked-out result is rolled,
then reduce the field density by one category. A field may not have
its density reduced below "scattered."
Representation
Barbed wire entanglements should be placed on bases no large than
3/4" wide by 2" long, and no smaller than 1/2" wide
by 1 1/2" long. In addition, alternate bases can be made with gaps in the
representative model, to depict when gaps are made (see below).
Gaps in the Wire
While it is not usually possible to completely remove wire
obstacles during the course of the game, it is possible to
create gaps in the wire. Gaps should be indicated with special bases
(see above) or markers. The gap is treated as one terrain
effect better than it would normally be for units attempting to traverse
the wire. Therefore, any troop stand, tracked vehicle, or
half-tracked vehicle that wishes to pass through a gap merely
has perform a breach action (not a breach/bog down check normally
associated with ungapped barbed wire). Any wheeled vehicle or gun
may cross a gap in the wire if it performs a breach/bog down check
(no longer impassable as for ungapped barbed-wire).
Creating gaps in Wire with Vehicular Movement
Whenever a tracked or half-tracked vehicle successfully
traverses a barbed-wire obstacle by breaching and passing a bog down check,
a gap has been created and you can replace the wire
entanglement with a stand that has a gap in the wire or
otherwise indicate that a gap exists.
Creating gaps in Wire manually
Troops units can attempt to create a gap in wire using wire cutters.
To do so, the stand must conform to the wire, and then
it must successfully roll on the improve position table.
A successful roll will result in a gap being created.
Creating gaps in Wire with Demolitions
Engineers and specially trained assault troops can use demolitions to
create gaps in wire entanglements.
Specially trained assault troops are a scenario specific troop type.
An example would be the first wave troops at D-Day had certain troops trained to use
bangalore torpedoes, despite the fact that they were not engineers.
To blow a gap through the wire, the stand must conform to the wire base.
The demolitions are prepared by expending one engineering action while conformed to the wire.
A successful demolition action will then result in a gap in the wire.
Creating gaps in Wire with Artillery Fire
If a wire obstacle is struck by an artillery template, treat the barbed wire
as troops in a log-pillbox (-2) and
roll a separate IDF attack against the wire. If a
knocked-out result is rolled, then a gap is created.
ANTI-TANK DITCHES
Representation
In reality, AT ditches are usually 6-8' wide, which
would be below the 1"=40yd ground scale of BF. However, represent them on the table as a series of connected
bases 2" long x1" across.
Terrain Effect
An anti-tank ditch is impassable to all types of vehicles.
Troops may enter a Anti-tank ditch by first conforming to it and then moving into it.
If the troop stand wishes to leave and anti-tank ditch, it must perform a breaching action
(since the ditches are usually 6' deep or more).
Troop units may move along an anti-tank ditch without penalty.
While occupying the ditch, the troops are considered in a dug-in position for spotting and
cover purposes.
Neutralizing an Anti-tank ditch by filling it in
Troop stands that are conformed or that occupy the anti-tank ditch may collapse the sides
of the ditch, thus making it possible for vehicles to cross.
The troop stand must perform an improve position action while either occupying or
conformed to the ditch. If successful,
the ditch is filled in sufficiently to allow a single vehicle to pass. The filled
in section is treated a having a terrain
effect of breach/bog down for the vehicle attempting to cross it.
Neutralizing an Anti-tank ditch by using Facines
Certain vehicles at the start of the scenario may be carrying facines.
These bundles of tree limbs or lumber were dropped into the AT ditches to fill them up and make
lanes through the ditches. Facines have the same effect on an AT ditch as if it had been filled in.
Any vehicle may cross the section provide it performs a breach/bog down check.
To lay the facine, a vehicle must conform its front to the AT ditch. It then performs one action
placing the facine.
After that action, the facine is considered emplaced. During the course of the game it may not
be moved. Each facine
carrying vehicle may only fill in one section of ditch.
Neutralizing an Anti-tank ditch using Bulldozers
Tanks with dozer blades or bulldozers were also used to fill in AT ditches.
To do so the dozer must be conformed frontally to the ditch.
It then performs an engineering action.
After performing the engineering action, treat the ditch as having been manually filled by troops.
Neutralizing an Anti-tank ditch using Demolitions
Engineers can fill in Anti-tank ditches through the use of explosives.
To use explosive to fill-in an anti-tank ditch, the stand must conform to the ditch.
To prepare the explosive requires one Engineering action performed while conformed to the ditch.
A successful demolition action will fill in that section of the ditch.
Bridging an Anti-tank ditch
Certain specially equipped vehicles were equipped with bridges to lay over smaller obstacles.
To create a bridge over a linear obstacle,
the vehicle must conform to the ditch and perform an engineering action.
The bridge is then emplaced.
Other units can use it by conforming to the obstacle and then performing a breach action.
No bog-down check is needed to traverse bridged obstacles.
Anti-tank Ditch variants
The above rules are for standard sized AT ditches dug in the earth. There are
variants that can specified in the scenario:
Concrete-lined AT ditches may not be filled in by hand or by using bulldozers.
They may be neutralized by explosives, fascines, and bridging.
Wide AT ditches require more than one Engineering Action to neutralize.
These are laid in belts prior to the start of the game.
These may be the typical dragon teeth we know.
They may also be closely spaced logs set into the ground.
Terrain Effect
An anti-tank obstacle is impassable to all types of vehicles.
Troops may enter a the AT obstacle.
While conformed to the obstacle, the troops are considered in sparse edge terrain,
and in hard cover.
Reducing AT Obstacles with Bulldozers
Tanks with dozer blades or bulldozers were also used to clear AT obstacles.
To do so the dozer must be conformed frontally to the obstacle.
It then performs two engineering actions. After performing the engineering actions,
treat the effect of the obstacle is reduced as follows:
Troops - no change, vehicles: breach/bog down check.
Reducing AT Obstacles with Demolitions
Engineers can clear Anti-tank obstacles through the use of explosives.
To use explosive to clear an obstacle, the stand must conform to the obstacle.
It takes one engineering action to prepare the charge.
A successful demolition action will result in the AT obstacle being reduced as above.
Though a natural terrain feature, bocage hedgerows have certain characteristics
that require engineering activity,
and additional rules to accurately reflect this terrain type.
Additional Terrain Effect on Combat
If a vehicle performing a breaching action through a bocage hedgerow is fired upon using direct fire,
use the flank armor of the vehicle unless it is equipped with hedgerow cutting devices.
Vehicles which did not have these devices were forced to go OVER the hedgerow, and exposed their
belly armor while doing so. Vehicles with a hedgerow cutter do not use this modifier.
Breaching the bocage
Vehicles which successfully breach the bocage leave a gap in the hedgerow.
This gap is treated as one terrain effect better than it normally is.
So troops crossing the gap, do so with no breaching action.
Tracked vehicles do so only after they perform a breaching action.
Wheeled vehicles do so after a breach/bog down check.
Breaching the bocage with Bulldozers
Tanks with dozer blades or bulldozers were also used to clear bocage.
To do so the dozer must be conformed frontally to the hedgerow.
It then performs two engineering actions. After the second action is complete,
a gap is created in the
hedgerow (for the effect of a gap see above).
Breaching the Bocage with Demolitions
Engineers can clear a gap as above, but require two engineering actions to prepare a charge.
The number of actions needed to lay the charge can be reduced to one engineering
action if a tank with a cullin hedgerow cutter spends one maneuver action conformed
to the hedgerow at the point where the charge is being laid. This can be done any time before
the engineers prepare their charges.
A successful demolition action results in a gap being created in the hedgerow as above.
One common tactic was to blow trees down across a road to create an abatis. Engineers would often
wire the trees on either side of a road before contact with the enemy was expected. When the enemy
appeared, BLAM, and the road would disappear. Naturally, enough, engineers were also employed to
clear these obstacles.
Creating a roadblock
To create a roadblock using explosives requires a successful Improve Position check, further modified by:
-1 road through a clear area with no trees
+1 road through a forested area or tree-lined lane.
A successful demolition roll will result in the creation of a roadblock.
Clearing a roadblock with Bulldozers
Tanks with dozer blades or bulldozers may clear roadblocks. Conform the dozer
to the roadblock and perform two engineering actions. After the second action is complete,
the block is removed.
Clearing a roadblock with explosives
Engineers may remove a roadblock with explosives.
Prepare the roadblock for demolition requires two engineering actions by a combat engineer.
A successful demolition action will result in the removal of the roadblock.
Emplacing pontoon and Bailey bridges would usually take 5 hours or more over any significant
obstacle (see
here for more details) and these
are outside the scope
of a normal Battlefront WWII game. Most tactical bridging situations should be limited
to the final stages of bridge
completion or much smaller obstacles such as streams and anti-tank ditches.
The technique for using dedicated bridge-laying vehicles is the same as that
used for anti-tank ditches (see above). The following rules are designed for placing
of spans of treadway or infantry pontoon bridges over small obstacles.
Building Pontoon Bridges
The scenario design will specify which obstacles can be bridged and how many spans
are required to cross them. Most small streams and anti-tank ditches will require only one span.
Rivers may require several spans. Major rivers will require more spans than are practical in the course
of a tactical game, so you can start a scenario with a bridge constructed or nearly complete.
To be able to build a bridge, scenario designated bridging equipment must be available. A one-span
bridge section counts as 3T worth of transport and cannot be transported as tankriders (it seems obvious, but
we had better specify it). In the game, this means that only the heavy trucks can carry it. The Russians
can use U.S. trucks (lend-lease). Bridging equipment must be dismounted within 2" of the obstacle
to be crossed for bridging to occur. Before it is in place, bridging equipment is spotted and attacked as
a Medium G class target. Suppression and Disordered results have no effect. Knocked-out results will
destroy the span. Mounted Bridging equipment may not bail-out and is considered destroyed if its transport
unit is destroyed.
More than one unit may attempt to construct the same bridge span, but the player must designate an engineer
unit as the primary bridge builder. Only T class units can build a treadway/pontoon bridge.
Each span to be built requires that the unit(s) involved be conformed to the area to be bridged within
2" of the dismounted bridging equipment. They may then expend an engineering action, roll on
the Improved position table with the following modifiers:
- +- dr discipline rating of primary bridge builder.
- -1 attempting to bridge a swollen river (scenario defined condition)
- +1 more than one unit working on the same bridge span (max modifier of +1)
A successful roll results in the completion of one span. A bridge is considered built when the number of
spans needed to bridge the obstacle have been placed.
Terrain Effects of emplaced bridges
A unit must execute a breaching action to cross a bridge.
A bridge is considered a defile for triggering opportunity fire.
Destroying Pontoon Bridges by Close Combat
Emplaced pontoon bridges and dismounted bridging equipment defend against close combat with a modifier of 0
(representing the bridge guards). Bridges may not initiate close combat. If the attacker scores a modified die
roll equal or higher than the bridge in close combat, the bridge is destroyed. Permanent Bridges may not be
destroyed with Close Combat.
Destroying Pontoon Bridges with Artillery
A constructed pontoon bridge span may be spotted and fired at as a dug-in Med gun target.
Suppression and disordered results have no effect. A knocked-out result will destroy one span.
Destroying Permanent Bridges by Artillery
Permanent bridges are attacked as if they are armored vehicles. The scenario will give an armor strength
to each bridge (large or stone bridges should have very high strength, making them almost immune to field artillery).
Only knocked-out results will effect a bridge. Suppression and disordered results have no effect.
Destroying Bridges by demolition
All types of bridges may be destroyed by demolition. Preparing a bridge for demolition depends on
the type and construction of the bridge. The scenario will specify the number of demolitions that are required.
A major highway bridge would obviously require more preparation than a small wooden bridge. Each demolition requires
a successful
roll on the improved position table. Once all required demolitions are prepared, the bridge can
be blown up. For some sample times, we can look at the Battle of the Bulge:
At Stavelot, preparations to blow a stone bridge began at 0100 and were completed at 0650. This
would equate to 4 or 5 "demolitions". It should be noted that the demolitions were unsuccessful.
At Trois-pont, wiring a major bridge took from Midnight to 0800, equivalent to about 8 "demolitions"
At Neufmolin, a timber trestle bridge was wired in 1 1/2 hours with 2500lb of TNT and blown
up in Peiper's face. This equates to 1 or 2 "demolitions"
Once a bridge is prepared for demolition, a successful demolition action result in the bridge being destroyed.
If unsuccessful, the bridge still stands (as happened at Nijmegen and Remagen).
Concrete Bunkers and Fortifications Table of Contents
Normal "battlefield" fortifications - foxholes, trenches, and log emplacements are covered in the main rules.
Larger and more substantial structures, such as those found in beach
defences, the Maginot Line, and the Westwall, need a different approach. Here are some
bunker designs from Ken Natt (16k).
Setting up the Fort
- All fortifications must be set up before the game begins and may not be moved.
- Each fortification, is given an "armor" value. For larger structures, these should range from 4-6. Small
concrete bunkers should generally have a rating of 3, log bunkers a rating of 2.
This value is used in several ways:
- It is a measure of the structural integrity of the fort.
- It is the strength of the fortification when it is attacked separately from its occupants.
- It is applied as a negative modifier when resolving attacks against the occupants of the fortification.
In some cases it may be necessary to split a fortification down into discrete elements each with it's own rating.
-
It is important to note which angles any mounted weapons or the occupants of the fort may fire into,
and also from which angles a bunker is visible. (Many bunkers are sighted or buried so
that they may only be attacked from positions covered by their weapons).
Attacking the occupants of the Fort using Direct Fire
It is possible to attack the occupants of the fort using regular attack methods. Apply the armour value of the fort
as a negative modifer to the attack. Units in forts that are under IDF templates are also attacked in this way.
Attacking the occupants of the Fort using Close Combat
Only engineers, vehicles that are specifically allowed to close combat built-up areas (i.e. flamethrowers and the AVRE),
and scenario designated assault troops may close combat units defending in fortifications.
The defenders use the armour value of the fortification as their base close-combat strength, but then apply all other
modifiers normally. If the occupants of a fort initiate close combat, they lose all benefits of the fort.
Attacking the Fort
It is possible to attack the fort separately from its occupants, and a successful attack may result in the destruction
and/or retreat of its occupants as well.
- Indirect artillery fire is useless against forts. These structures are built with exactly
this sort of attack in mind, and unlike the armies of Great War, WW2 armies usually lacked the specialist
artillery to crack them open. While, situations such as were encountered in the siege of Sevastapol are outside of the
scope of Battlefront WWII, it is possible to simulate this by first computing the attack value of an IDF attack vs units in the fort normally using the armor rating of the fort and then reducing this attack to a max of -1, no matter what the modified attack would be. This will allow you to suppress and disorder, but not kill, the occupants of the fort with IDF.
- Dive Bombers may attack them only if allowed in the scenario. This should be allowed only if the fort's position
has been mapped before the game (in those instances where dive-bombers were used successfully it was usually
during a set piece attack and they were well briefed in advance about targets rather than being called in by a FAC).
Use the T,G,sV strength of the bomber and resolve the attack as a direct fire attack (see below).
- Forts may be attacked by direct fire. With the following restrictions:
- Use the T,G,sV attack strength of all units except for infantry armed with shaped charged weapons
(such as bazookas and Panzerfausts) who use their V strength. The unmodified strength of the weapon must
equal or exceed the armour rating of the fort to have any effect.
- The maximum range is 5" (unlike "normal" fire we are trying to hit a very small target -
an embrasure, door or other weak point which requires pin-point accuracy, or in the case of the M12 (US-32),
the unit is boresighting its gun on the target)
- If the firing unit is a vehicle, it must be emplaced to attack, and the target must be spotted, not suspected.
(Again a matter of accuracy - against these targets "close enough" usually isn't)
- The attacker will receive no enfilade bonuses against a structure.
Attacks are resolved using the structure's armour value as a negative modifier. The fort has a discipline rating of 0
regardless of the dr of any of its occupants. Results of suppressed or disorder against
the structure will suppress or disorder any occupants of the structure, but will have no other effect.
A kill result will collapse the structure and destroy any occupants. The area of the structure will then
be treated as rubble.
The British AVRE (BR-13) is a special case. it fires a 40lb demolition charge specifically designed to reduce concrete
structures to rubble. If it engages in a direct fire attack on a fort, any result of suppressed or better will not only
affect the occupants, but will also permanently reduce the armour value of the fort by 1. If the armour value is reduced to
1, the fort is reduced to rubble, but the occupants survive.
- Engineer units may use demolitions on the fort.
An engineer must move within 1" of the fort.
It takes one engineering action to prepare a demolition and a successful demolition action to detonate it.
Each demolition has an attack value of 4, and a successful demolition will attack the fort as a direct fire attack with only
the armour value of the fort as a modifier.
It is possible for several demolitions to be prepared and detonated at once (however, all those which are ready must be
set off at one time). Each additional demolition adds +2 to the attack. Like the AVRE's petard, a
result of suppressed or better will permanently reduce the
armour value of the fort by 1.
An enemy unit attempting to remove a prepared demolition must emplace outside of the fort and loses any benefit of the fort.
Hobart's "Funnies"-Special Engineering Vehicles Table of Contents
There were several vehicles developed for specific Engineering tasks, especially by the British in the 79th Armoured
Division (known as "Hobarts Funnies"). While we do not have separate cards for these, they are often
variants of common vehicles such as Churchills, AVREs, and Shermans, and you can specify their presence as a
scenario rule.
AVRE
The bunker busting capabilities of the AVRE are described above. In addition, the AVRE crews were trained combat engineers and
the vehicles carried engineering equipment in addition to the basic weapon. The scenario may allow AVREs to function as combat engineer troop
units. They may open gaps in wire, fill in earthen AT ditches, set charges, etc.
DD Shermans
These were Sherman tanks with canvas skirts and propellers that allowed them to move through water obstacles.
While the skirts are deployed, they may move 4"/movement action through any depth of water. Once the skirts
are dropped, they function as normal Sherman tanks (US-02, BR-02). At the end of every movement phase that a DD tank moves
amphibiously, roll a d10. On a roll of 1, the tank sinks and is destroyed. Modify the die roll by -1 if the
scenario specifies rough water. Any DISORDER result combat result will also destroy a DD tank using amphibious movement.
DD tanks may not fire while they are moving amphibiously.
ARK
These were armoured ramp carriers based on an unarmed Churchill chassis that can be used to bridge a linear obstacle,
including sea-walls, walls, and anti-tank ditches. Once emplaced, they cannot move. They can carry the heaviest vehicles.
They must conform to the obstacle and perform one engineering action. Following units move up to the ARK and then
perform a breach action to move to the other side of the ARK.
Bobbins
A Bobbin-equipped AVRE can lay a lane through soft-ground or sand at 1/2 its normal cross-country speed.
Following vehicles can move along the lane at 1/2 speed without rolling for bog-down. Before and while using the
bobbin, the AVRE may not fire. The Bobbin can be used only once, and after use, the AVRE reverts to its normal
configuration.
Conger
This is a rather unique and dangerous obstacle-clearing vehicle that is the granddad of modern
line-charge mine-clearing vehicles such as the VIPER and GIANT VIPER. A gutted universal carrier is towed behind
an AVRE. It contains a rocket with a hose attached and 200 gallons of nitroglycerine(!). Using this
vehicle requires 2 actions that must be performed in consectutive turns:
- The vehicle must conform to the edge of the obstacle. It is equally effective against minefields,
barbed-wire, AT obstacles (Dragon's teeth), and road-blocks.
- An engineering action is performed to simulate the firing of the rocket and the pumping of the nitro-glycerine.
- In the next turn, a successful demolition action will result in a lane through the obstacle that is 3" long
by 2" wide. The obstacle ceases to exist in this lane, and it may be traversed without executing a breaching
action.
The Conger can only be used once. Once it has been used (including in unsuccessful demoliton actions),
the vehicle reverts to being a normal AVRE.
Not surprisingly, towing 200 gallons of nitro-glycerine around a battlefield can be exciting. If any
attacks on the AVRE succeed in scoring a DISORDER, the AVRE is KNOCKED-OUT instead (a photo of the crater
created revealed no sign of the 40-ton AVRE, it was completely obliterated). Today's vehicles use more
stable plastic explosives instead of nitro-glycerine.