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I'm about to play the sixth and last scenario of the VASSAl Academy. In that scenario, the Soviets are given three wire markers. I have no idea how to play them.

Wires are not mentioned in the 4th edition rulebook. They appear in the TEC, where we learn that they can be placed anywhere but water and can be removed by Engineers. I found no mention, though, about how the good Engineers are supposed to do that.

The use of wire markers has been already discussed in this forum (c.f.  this thread  ) and my understanding is that that discussion led to this note. But the note is in contradiction with the TEC, so I'm wondering if it should be considered outdated.

All this leaves me without any clear answer. I'd appreciate any help.
How about this?
Wire Foot: +1 Mot.: +2 Mech.:+1 Other Effects: -1 Assault; may be removed per procedure below.
An undemoralized Foot unit may remove a Wire marker by activating in the same hex with it and performing no Move or Fire action (simply remove the Wire marker and place a MOVED/FIRED marker on the unit). An undemoralized AFV unit can remove a Wire marker by spending three MPs in the hex (either after entering it and spending the extra MP to do so, or by activating in the hex and spending three MPs there). The AFV does not have to remain in the hex if it has MPs remaining after removing the wire.
Well, everything is possible depending on what a wire hex is meant to represent... What you suggest seems in line with the note I mentioned before, but in contradiction with the last TEC. Whoever wrote the TEC seems to believe that wires are more difficult to remove than just driving through them. Anyway, if this is the way wires should be played in the vassal academy scenario, maybe it would be a good idea to add a special rule clarifying it. Thanks!
The fundamental problem is that there are many game special rules about wire from the 3rd edition and not very complete 4th Ed definition.