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  #1  
Old 05-28-2012, 06:49 PM
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WallShadow WallShadow is offline
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Default (farmer's) field-expedient fortifications.

A friend of mine ran a USA-based campaign local to South Central PA: during one scenario, we encountered an agricultural freehold that was fortified with pre-formed concrete silo wall arc-sections scavenged from a neighboring abandoned farm. Pretty handy, re-bar reinforced, easily maneuvered with a medium sized truck mounted crane. Plow some earth infront and brace behind it--voila!
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Old 05-29-2012, 11:24 AM
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Default Good idea

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Originally Posted by WallShadow View Post
A friend of mine ran a USA-based campaign local to South Central PA: during one scenario, we encountered an agricultural freehold that was fortified with pre-formed concrete silo wall arc-sections scavenged from a neighboring abandoned farm. Pretty handy, re-bar reinforced, easily maneuvered with a medium sized truck mounted crane. Plow some earth infront and brace behind it--voila!
Therese is a co. In Norway tatt used to make culverts and cisterns etc that also sell sections of these reinforced etc as pre made firing positivismen and shelters for 1-4 troops. Dig hole and haule piece in. Fill in drit.done.
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Old 08-05-2012, 08:37 AM
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Default Ruins, literally, of Warsaw

In Ruins of Warsaw, rubble walls and elevated gun emplacements are de rigeur for field-expedient fortifications.
A question regarding this: for "blocked rubble" hexes, are they already considered as a rubble hex wall, or does one still have to apply more rubble to it to gain that defensive advantage? And as for being blocked, just how "blocked" is it? What negative movement modifiers are applied to any unit attempting to traverse the hexside? Can they manage it at all? No vehicular traffic? I can see how judicious use of isolated gun platforms in a sea of rubble could close off the non-blocked rubble hex paths and really cause the Baron a headache or two, providing the blocked hexes are impassable.

Now, if you've marked and rigged for remote detonation any UXB's discovered in the rubble, these would be an extra pain in the Baron's backside.
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Old 08-05-2012, 10:05 AM
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http://www.nps.gov/features/saju/001/virtual/

Forts of the Caribbean can give good examples of layouts
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Old 08-05-2012, 06:53 PM
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An interesting thing about 2tK is that every type of fortification can be encountered. What resources you have to make them are important (barbed wire, backhoe loader, ISO containers, precast concrete sewer pipes...).

- The weapons available to your enemies, how effective they are with them, and how much ammo they have are all relative.

- Barbed wire is very common in hardware stores in US, and with the lack of heavy weapons. WWI trenches (dug by modern Heavy Equipment?) and supported by barbed wire could be very effective, just check history of former Yugaslavian Wars.

- ISO containers (the standardized shipping containers used to move stuff) have been used a lot to create barriers. Against people armed only with small arms, they could make effective forts very quickly. Against a force that you outgun, they would be effective castles.

- Already mentioned, but armored vehicels that dont run, or have no fuel, make effective pillboxes. So do sewer lines. Park a nonfunctional truck (drained fuel) over a manhole cover and you can build a very effective MG nest in plain sight, and have both effective fields of fire down the street, and covered approaches.

- Land mines are not hard to fabricate, they were first used in American Civil War and simple ones are easy to make. Can be set as mines to detonate when driven over or stepped on, or 'command detonated' either by wire or radio control, just like IEDs. Can also be set as boobytraps (again, this was very common in former Yugaslavia. "Minefield' signs may mark actual mines, or dummy minefields.

- bridges over major rivers, are very likely to be fortified on one or both ends.

- Road blocks and checkpoints, can have a great amount of variation. Wrecked vehciles and boobytraps on roads and bridges are easy. Dropped trees covered by sniper fire are effective. Can be supported/reinforced by mortars pre-registered on targets. This would delay many enemies to allow reinforcements to move or militia to muster...

- I'd expect most protected area would have some level of defense in depth. Out posts and/or opservation/listening posts, on the outskirts to provide early warning. Road-blocks and checkpoints securing key terrain and blocking avenues of approach. A mobile reserve force, containing the best combat power available and a heavily fortified redoubt, to which the population can withdraw.

- A common and relatively labor effective redoubt would be a couple lines of trenches, surrounded by barbed wire fences at 400 and 200 meters (in good times used to graze cows). These could protect several heavy industrial buildings or maybe a brick high school or some such...
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Old 08-05-2012, 10:00 PM
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Old 08-05-2012, 10:23 PM
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Old 08-06-2012, 01:25 AM
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Ah, Vaubon style fortifications. (The ones that are all star shaped)

The good:

In the TW2K Verse where heavy (as in cannon) weapons are scarce and rifle calibre stuff is about as heavy as it gets by and large, its perfect. They was designed to defeat infantry assaults without breaking a sweat. Its when you bring direct HE fire things fall apart. Which is the bad.

For a throw up the dirt and hide behind it sort, It serves. Add in mines and wire, muuuuuch better. Earth takes HE reasonably well. Depend on masonry construction however and its not too good.
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