TOAW IV: Engineering

From Wargame Wiki
Revision as of 07:30, 20 November 2020 by Misterindubitably (talk | contribs) (Change page category.)
Jump to navigation Jump to search

Demolition / Bridge repair (Advanced Rules)

Any unit can blow bridges. This can be done at any time and at no cost.

If the “New Bridge Rules” Advanced Rule option is ON then bridges may only be blown on locations that have a road/railroad that graphically crosses a river/canal. Otherwise, any location with both a road//railroad and a river/canal, even if they don’t graphically cross, is eligible to be blown.

Only units with an Engineering Capability can build bridges. The attempt will consume the unit’s entire Movement Allowance for a Turn. The chance of success is equal to the unit’s Engineering Capability.

Ferry Support

All Land units can cross Canals and Rivers at an additional Movement Cost. The presence of units with an Engineering Capability can reduce this cost, based on their corresponding Minor Ferry Capacity. See 11.9.4., River Movement Costs, for more information.

Major Ferry Support

Land units cannot usually enter Super River or Suez Canal locations. Units that have a Major Ferry Capacity of greater than 10% can enter these locations and create temporary crossing points for other units. If the hex contains a blown bridge, a unit with engineering equipment can move into, or through, the hex and even attempt to make repairs. If a Scenario designer has placed an Anchorage (port) in the hex, this will allow Land (and Naval) Movement into and out of the hex as well.

Fortification (Advanced Rules)

All Land units may deploy into defensive positions. The presence of units with an Engineering Capability increases the chance of successfully Entrenching or Fortifying. Even if a unit fails to Entrench or Fortify, it will increase the local Entrenchment Level, making it easier for that unit and others to Entrench or Fortify in the future. Once created, Field Fortifications are permanent. As the Entrenchment Level of a location increases, units in the location will find it easier to enter Entrenched or Fortified Deployments. When a location changes hands, the Entrenchment Level is automatically reduced by 25%. Once ordered to dig in, units will continue to dig until their location is Fortified or you give them other orders.

The current Fortification Level of a hex can be checked by positioning the mouse cursor over the location and observing the Fortification Level reported in the Information Panel at the bottom of the screen. A Fortification Level of 33% or less will only be reported in the Information Panel. Once the Fortification Level exceeds 33% a graphic is shown in the hex to indicate the presence of significant fortifications. Once the Fortification Level exceeds 66% the symbol is slightly thickened.

Fortified Terrain is a different case. This represents a higher level of construction than field fortifications [for example, concrete emplacements]. The Entrenchment Level of a Fortified location is always set to 100% at the start of a Scenario.

Railroad Repair (Advanced Rules)

Units with a Rail Repair Capability can repair broken railroads. The attempt will consume the unit’s entire movement allowance. The chance of success is equal to the unit’s rail repair capability. Units with a Rail Repair Capability will automatically attempt to repair damaged Railroads in their location at the end of their Turn, if they have not been given orders to do anything else.

Automatic Railroad Repair: In most Scenarios, both forces have an Automatic Railroad Repair Capability. The default value is 1 location per Turn, which is repaired when the game performs Automatic Bookkeeping. This value can be seen on Page 3 of the Situation Briefing. This is in addition to the Railroad Repair Capability of any units on the map.

The Automatic Rail Repair function is reasonably intelligent; it attempts to recreate destroyed supply nets from supply sources and will tend to occur near Supply Points and deployed Railroad Repair units.