OBSTACLES AND FORTIFICATIONS

 

Back in the good old days, it was just mines. That’s okay with me, to quote Patton "Fixed fortifications are a monument to the stupidity of man". Nevertheless Steel Beasts ProPE has them, and while they’re fairly self-explanatory regarding function there are some oddities about using them that you’ll want to remember.

There are also some neat tricks now possible with the different types of obstacles and fortifications that weren’t before. Infantry in particular has some place to go and hide, as it’s now possible to put them in bunkers. Vehicles too can be put in vehicular emplacements, and there are emplacement-types for the major combat vehicle-types.

 

Obstacles

In –ProPE an obstacle is anything constructed which is designed to either hinder or stop an attacker. –ProPE will let you the mission designer construct five types of obstacles. All of the obstacle-types come in one variety, except for mines. There are five types of mine available; six, really if you count FASCAM fields.

All obstacles, once placed, cannot be moved and with the exception of mines and Steel Beams, cannot be breached. All obstacles will either stop or hinder vehicles, but only Abatis and Mines will stop/hinder infantry. You may find, as a result, that the impregnable fortress you’ve created for one side is in fact at least somewhat pregnable, if infantry attempt to cross it.

 

Mines

Minefields come in the following types:

Conventional

Conventional buried

Advanced

 

Advanced buried

Scatter

 

FASCAM

The various types look the same (especially the buried types), and they all perform the same functions. The differences in the various types have more to do with detection and clearance than with function. Some fields are easier to find than others. Some are also easier to breach than others. A minefield that has been breached is not necessarily safe for other vehicles to pass through; a breached field may also need proofing, depending on the field-type. We’ll talk a little more about breaching and clearing in a bit.

A minefield looks like this, in the F5 view:

The F5 view doesn’t distinguish between the various minefield-types, though in the Mission editor if you right-click on a given minefield it will tell you what type of field it is.

 

Steel Beams

These are fortifications consisting of three lengths of steel, set at right-angles to each other and welded together with a reinforcing plate. The function of Steel Beams is similar to that of other obstacles, to channel and/or impede movement of the enemy. Steel Beams are like mines in that they can be breached with the proper breaching assets. Unlike mines, once you’ve created a breach in Steel Beams other vehicles can pass through without risk. Steel Beams looks like this on the playing field:

and like this on the map:

Dragon’s teeth

Reinforced, square, tapered concrete pillars protruding from the ground are Dragon’s teeth. They serve the same function as other obstacles, in that they are designed to impede and/or channel the movement of enemy forces.

Dragon’s teeth cannot be cleared. On the playing field they look this:

and on the map they look like this:

Abatis

Fortifications consisting of felled trees and wire are called Abatis. Like the former they too serve to impede and channel enemy progress. Abatis cannot be cleared, and as noted earlier, infantry cannot traverse them.

On the playing field they look like this:

and on the map they appear as:

 

As you can see, the various types of obstacles all do about the same thing. Mines are something of an exception, in that they are also capable of destroying enemy units. However, as with other fortifications, enemy units which encounter mines will, if traveling at the right speed and with the right behavior, seek to avoid them. Enemy non-infantry units will always seek to avoid all other obstacles, regardless of speed or behavior.

 

Fortifications

In –ProPE a fortification is anything constructed which is designed to provide additional protection for a unit. Fortifications come in two types, Bunkers and Vehicle emplacements.

Fortifications do not make a unit invincible, though in some cases they may afford more protection than does the immediate environment. Artillery, for example, can still inflict damage (or destroy, as applicable) a unit in a fortification.

 

Bunkers

A Bunker is used exclusively by infantry. Vehicles cannot use Bunkers, nor will they enter one. A Bunker cannot be affected by breaching vehicles. Infantry in Bunkers are, as noted, still susceptible to both direct- and indirect fire. This includes machine-gun fire.

On the playing field a Bunker looks like this:

and on the map looks like this:

 

Worth noting is how Bunkers appear in normal daylight, and in the TIS. In normal daylight the bunker will appear as you see it here, a distinct mound of green with an oblong aperture at its front. In the TIS view, the mound will disappear and the color of the mound will blend almost perfectly with the color of the surrounding grass. If you approach a bunker from the front, the TIS view will show you the black oblong of the Bunker’s aperture, but if you approach an enemy Bunker from the rear you might pass it without noticing.

 

Vehicle emplacements

These are, as the name suggests positions for a vehicle to fight from. Their primary advantage is that they offer some protection from direct fire, usually shielding most or all of a vehicle’s chassis and exposing only the turret.

Vehicle emplacements can be created in the Mission Editor for specific vehicle-types; the game assumes that if you’re creating a VE for a HMMWV, for instance, you will be able to use it for either sort of HMMWV. VE can be created as one- and two-tier fortifications, the difference being that a two-tier emplacement completely hides the vehicle, while the one-tier sort hides only the lower parts of the vehicle. VE can also be created with camouflage.

On the playing field VE look generally similar, like this:

and on the map look like:

 

Usage

Fortifications and obstacles are placed on the map as if they were any other playable unit. An obstacle can be placed anywhere on the map, even in water. You won’t see it on the map if it’s not a minefield, but the obstacle will be there and an amphibious unit which attempts to swim through an obstacle placed in water will be affected just as if both it and the obstacle were on dry ground. This goes for mines, too.

To my knowledge there is no upper limit regarding how many of any particular obstacle or you wish to place on the map. I say ‘to my knowledge’ because I’ve heard at least one source state that he wanted to place more mines than the game would allow. I tried doing the same; I gave up before the game stopped me, at around 220 individual minefields. Even if the limit is 221, that’s still a lot more minefields than you’ll find a practical need for.

Obstacles can dramatically alter the balance of a mission and should be placed sparingly. It’s too easy to adopt a fortress mentality; obstacles are like potato chips in that you can’t stop at just one. If you must have obstacles in your mission, place them sparingly. If you think you have enough, you probably have too many. If you think you need more, you probably have enough.

That said there’s no formulaic answer I know of to the question ‘How many is enough?’ Every mission is different, though for experimentation purposes you might have some fun putting down first one or two obstacles and observing how they affect play by running a test. When the test is complete, add a couple more, then watch what the increase does to the other side. You should be able to arrive at some rough answer regarding how many are enough, though again that quantity will change with the mission and with the type(s) of obstacles you decide to place.

 

Breaching vehicles

-ProPE comes now with vehicles which breach certain types of obstacles. Usually those vehicles are equipped to deal with minefields, but in some cases they can also deal with steel beams. There are demo missions that come with the game which go into a lot of detail as regards the specifics of how to use these vehicles, so I won’t go over any of that here.

The demo missions regarding breaching will tell you that certain obstacles (specifically minefields) are not necessarily safe only because a path has been cleared through them. Minefields must be proofed before they are considered safe, which means that an engineer vehicle must be sent through whatever breach is created to ensure that the field is in fact safe.

A breach must first be created in a minefield before it can be proofed. –ProPE includes three types of vehicles capable of creating breaches, mine-rollers, mine-plows, and the MCLIC. The first two are pretty self-explanatory; the third is actually an M-113 towing a trailer which carries a line charge. This charge is deployed by a rocket, which un-spools the charge from the trailer and lays it across the minefield in question. The charge then detonates, creating the breach.

Both –plow- and –roller-equipped vehicles will do the same thing, which you include in your missions will largely be a matter of taste. Watching the MCLIC lay its charge is cool, and it’s cool to watch it blow up, but the vehicle towing the charge is a PC, and is vulnerable to pretty much everything in the game equipped with a cannon, not to mention artillery. The –plow- and –roller-tanks are tanks, and can stand up to at least a little more punishment than can the MCLIC.

Note that note all breaching assets can do the same thing. The mine-roller can breach minefields just like the mine-roller, and can go a little faster through the fields at that. On the other hand, both the –plow and the MCLIC can create a gap in steel beams. The –roller can’t.

Care should be used when employing the MCLIC. The explosive charge that creates the breach can also potentially harm units on the other side of the obstacle. While testing function for this article, a mine-plow vehicle that had made it through a gap it had created in some steel beams was destroyed by the charge laid by a MCLIC. Pretty entertaining, and not a little instructive.

Don’t let this happen to you.