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Old 08-19-2021, 03:01 AM
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Blockhouses

A "blocking house" is an outmoded term for any singular strongpoint that allows a small amount if troops to hold down the approaches to any area. A blockhouse differs from most positions due to its heavy nature and the small amount of troops it holds. Notably a blockhouse does not hold the element that patrols its area.
The primary role of a Blockhouse is domination. A Blockhouse can restrict avenues of approach, they can overawe settlements and they minimise the numbers of troops needed in these roles.

They suffer from some serious problems in Twilight 2000 in that light automatic cannon on mobile platforms are still common as are rocket propelled grenades. As these systems are all mobile and have engagement ranges far in excess of the average 1,300m engagement range of the Polish theatre* they can be engaged by direct fire with destructive effect. This means the standard military Blockhouse will change in form but not role.

The need for a two or more story structure remains. However the lower element will be the main fighting position and the upper element will be a lighter observation platform. Due to the prevalence of accurate point fire systems such as designated marksman rifles all observation should be by either periscope or camouflaged observation positions. During combat these positions should be evacuated.

Blockhouses differ from many positions in that they do not have external supporting works. There are usually no external fire trenches or gun pits to cover the work's flanks as there is simply too small a garrison to occupy them. A blockhouse instead usually relies heavily on belts of mines and obstacles to delay attackers until a ready reserve can arrive or the position falls .

Blockhouses are not a universal answer to low troops numbers. In many cases a commander will prefer a normal position designed to be evacuated when under pressure as a delaying and alert measure. A Blockhouse is usually only erected when a small unit must fight in place and cannot retreat while awaiting relief.

Use in the game.

The enemy will erect Blockhouses on the final approaches to vital settlements or along supply routes. Players will encounter these tough nuts when they're getting too close to a main force unit. As blockhouses are often resupply points for patrols and radio relay stations they will be defended with more than usual persistence.

These positions make a good starting point for non-Kalisz campaigns. The players can be a patrol checking in on a Blockhouse or the tiny microcosm of mismatched troops dropped in the Blockhouse and told hold down a sector. Later they hear that their parent unit is being overrun, has an internal revolution or some other thing that pushes them out of the position and onto the road. They can also be a position the players are put in if they make it back to allied lines and you are not using something similar to Operation Omega. This keeps them in a good spot, gives them a forward fighting position largely up to their own devices and still lets them go to the parent unit for some R&R.

(*This is from a Cold War Warsaw Pact estimate)
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