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16. Fieldworks & Fortifications

[16.0]? FIELDWORKS & FORTIFICATIONS
Fieldworks are positions constructed to improve defensive capability. German and US combat units may construct two kinds of Fieldworks: Improved Positions (IPs?) and Entrenchments (ETs?). Fortifications are more permanent defensive positions. In Wacht Am Rhein II the only fortifications are found in West Wall hexes.
[16.1.0]? General Rules for Fieldworks
The following general rules apply to both Improved Positions and Entrenchments. More specific rules are listed for each type of Fieldwork further below.
[16.1.1]? Fieldwork Construction
Any unit with a Fieldwork Construction marker that is Ground Assaulted or retreats because of a barrage must remove the marker immediately. It may restart construction in a subsequent phase.
[16.1.2]? Fieldworks and Combat
Fieldworks aid the defending occupying unit(s) whenever they are barraged or ground assaulted. This aid comes in the form of DRMs? (for Barrages) or Final Assault Value column shifts on the GAT (these benefits are found on the Barrage and GA Tables). Units in fieldworks may observe for more artillery units (see 12.1.6). All units stacked in a hex with Fieldworks benefit from them, except for those in Strat or Exploit Mode, which may not gain their benefits. Even if there are units that can receive fieldwork benefits, the adverse column shifts for Strat Mode and Exploit Mode still apply to the combat. Fieldworks are treated as covering terrain for purposes of mandatory combat.
[16.1.3]? Vacated Fieldworks
A fieldwork unoccupied at the end of a movement phase is removed from the map. If a defending hex is emptied of all friendly units any Fieldwork marker in that hex is removed at the end of the combat.
[16.2.0]? Improved Positions
Improved Positions (IPs?) are the fastest and easiest form of Fieldwork that can be constructed. They also offer the least protection.
[16.2.1]? Constructing Improved Positions

Any combat unit, greater than single company size, may construct IPs?. During the Construction Phase, a unit may begin construction of an IP; note this by placing an IP marker on top of the unit. In the next friendly Construction Phase, all IP markers already being constructed are flipped to their finished sides.

Two or more steps of engineer units may start and complete an IP in the same player-turn if they do not move. At the end of the Movement Phase that immediately follows the Construction Phase, the owning player flips the IP over to its completed side.

[16.3.0]? Entrenchments
Entrenchments (ETs?) require at least one engineer unit and take longer to build. They offer significant protection against attack.
[16.3.1]? Constructing Entrenchments

An engineer unit of any size may start construction of ETs?, but only in hexes with completed IPs?. During a friendly Construction Phase, an engineer unit begins construction of an ET by placing an ET marker with its Under Construction side on top of the unit. In the following friendly Construction Phase, if the same unit is still present, the entrenchment marker may be flipped over to its completed side. Remove any IP marker in the hex after an ET has been completed.

Two or more steps of engineer units may start and complete an ET in the same player-turn if they do not move. At the end of the Movement Phase that immediately follows the Construction Phase, the owning player flips the ET marker over to its completed side.

[16.3.3]? Minefields (Super Optional)
If a player vacates an ET hex, he may secretly write down its location and note the presence of mines. The first time an enemy unit moves into the hex, a d10 is rolled, and on a roll of 1 or 2, one step loss is inflicted. If a 3 through 5 is rolled, the moving player must expend two extra MPs? to enter the hex. Add two to the die-roll if the unit is an engineer.
[16.4.0]? Fortifications
The only fortifications in Wacht Am Rhein II are West Wall hexes, they exist at the start of play and may not be built or rebuilt if destroyed. A number of them have already been eliminated. Fortifications do not disappear if unoccupied and can only be destroyed by enemy occupation. As they are destroyed, players should cross out their hexes on the reduced-sized Fortification Status map. A US engineer unit must spend one full turn in a West Wall hex (i.e., not move) before it is considered destroyed.
[16.4.1]? Proficiency Rating and West Wall Hexes
Units in a West Wall hex have their defensive PR rating increased by two (max. of 9).