RE: kh 43 clearing rubble for 20+ turns?
Well guys - the fact is there is only RUBBLE in now Cleared hexes and "Rubble" which represents a hex that has had the road cleared. During the design, it was decided that making this more complexed and having different types of rubble for varying severity for different terrain added complexity which added nothing to the game experience.
Originally there was no rubble clearing at all, but people felt this was unreasonable so John came up with an equaly simply equation where ANY Engineer - even one that just dropped from an aircraft - could clear the rubble, regardless of the size of the eng unit in terms of # of men.
It is a pretty simplistic model when you think about it. But it works.
However it sets up a situation where when you begin to analysis it in terms or real life examples, the module appears flawed.
Just consider real life in NOT turn based where one side moves and the other side watches - then the sides switch. If you can get over that abstraction, the various gray areas involved in rubble, and rubble clearing as a fixed die roll (low change of occuring - The probability that the rubble will be cleared in the hex is half the Digging-In Parameter Data value per turn.) one per Eng regardless of how long it has been trying, makes a little more sense.
Just keep in mind - the game treats many real life situations as "BLACK OR WHITE" when life is really made up of many shades of grey. There are a lot more examples of this that Rubble and Rubble clearing - that is for sure.
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