|Structure Defence Values|
|Target||Defence Value||Target||Defence Value|
|Hut||2||House, timber framed||6|
|House, brick||8||House, stone||12|
|Pillbox, wood||7||Bunker, wood||9|
|Pillbox, concrete||12||Bunker, concrete||16|
|Heavy Pillbox||14||Coastal Emplacement||18|
|Pontoon Bridge||9||Wooden Bridge||12|
|Stone Bridge||16||Concrete Bridge||18|
|Girder Bridge||20||Landing Craft||10|
|Note: Demolition Charges may be wired in multiples to give
a higher strike value, but only one D6 strike point bonus is applied to the entire
It takes 1 man 2 moves to place a demolition charge, and 1 move to wire up all the connections. The blast radius of a grouped demolition charge is equivalent to the size of shell that the strike points are equal to.
Example: Five demolition charges are bundled to ensure the destruction of a girder bridge. It takes 1 soldier 11 moves to place the five charges, and wire their connections. The combined strike value is 20 points plus 1 D6, equivalent to a 211-220 mm H.E. shell, with a blast radius of 4 Inches. The charge is usually timed to go off in X number of moves, and the player needs to make a written note of it.
Alternatively, the soldier may spend an additional move attaching detonator cable to the bundled charge. He would then withdraw to cover outside of the blast radius, unrolling detonator cable on the run. Once under cover, he would spend another move connecting the cable to a detonator box. The placed charge is now a command-detonated charge, requiring a soldier at the detonator box to blow the charge at any time in the game.