A BRIDGE TOO FAR
CGIII
Legion playing British
19PM
The last game (18N) was a disappointment, I do not feel that I achieved anything whilst JP certainly made his presence felt on the board – really for the first time this CG.
There will be no shortage of combat this game, he has not lost any forces for 4 reinforcement turns and will be seeking to grab territory and kill some of my outer pickets. I can only hope to bloody his nose before he gets too close.
Remnants
MMC 648 x36, 648 (Engineers) x7, 648 (Commando) x6
458 x16, 447, 447 (WW)
HS/Crew 328 (Engineers), 328 x2, 248 x3, 228 x17
Leaders 10-3, 10-2, 9-2 x3, 9-1 x6, 8-1 x9
SW HMGx3, MMG x6, LMG x20
PIAT x12, Lt MTR x5, FT x3, DC x7, Radio
Guns 76* MTR x10, 57L AT x7
Vehicles Jeep x1, Carrier A x3
Captured LMG x6, PSK x2
I have managed to maintain a sizable force as well as recapturing the few SW I have lost. I have recovered or scrounged most of the SW available from the German’s losses.
Reinforcements
19AM (rolled 5)
MTR Sect
228 x3, OML 3” MTR x3
Carrier Sect
228 x3, Carrier A x3
80FPP
SAN +1
19PM (rolled 8)
Carrier Sect
228 x3, Carrier A x3
160FPP
SAN +1
This is all really a no-brainer… buy fortifications and the last troops available to me. I bump my SAN and amazingly don’t spend the points in vain as there is no loss of SAN levels.
With my 240FPP I continue to work on Block H and also buy a liberal amount of HIPs and ? counters (23 HIP, 36 ?, 1S foxhole, 15 fortified building locations [making 3x lvl2 ‘flak towers’] and 5 trenches)
Game Start Block Control

Yellow – No Control Points
Blue – Water
Black – German Controlled
Red – British Controlled
Purple – Uncontrolled
The Enemy
Block V
658 x3, 548 x4, 447, 436, 348, 238
9-1, 8-1 x2
HMG, MMG x2, LMG x5, PSK, 50* Lt MTR
81* MTR, 50L AT, 228 x4
PzKpfw VG, PzKpfw IVJ (Sz), PzKpfw IIIL, StuG IIIG(L) (Sz)
SPW 250/sMG (AA removed), SPW 250/7 (scrounged abandoned), SPW 250/1 x3 (1x +1 stun, scrounged)
Block W
658 x5, 348 x2
8-1 x2
PSK, LMG x2
PzKpfw VIE, SPW 251/1
Block X
838, 658, 348 x2
9-1
LMG, DC
SPW 251/1
Block Y
658, PSK, 348
PzKpfw VIE
Block Z
838, FT, 9-1
Quite some AFVs packing a bit of a punch but light on infantry.
JP would have used his last 2 buys (54CPP minimum) to stock up on some more infantry and possibly quite a few more AFVs.
Objectives
Defend and hurt the German infidel, pretty simple really.
I have organised my defence to be a layered crust centred on covering his possible reinforcement points in the North, West and Bridge areas. I will pull back if pressed since don’t think I can hold him out of Blocks R or N should he make a serious attack – the rest, with the possible exception of Block B should be able to remain Controlled it all really depends on whether he goes for one or two massive thrusts (2 knowing JP) or spreads out to try and overwhelm me (unlikely as it would be suicide)… anyway, fingers crossed!
The Game
TURN 1
Eek, a mass of Blue blotches stretches into the sunset off-board as he prepares to attack in the Block A-D region… I count 11 AFVs and probably 4 platoons of infantry! In the lower South Eastern edge there are about 3 platoons escorted by 2 more AFVs ready to roll on too… looks like he wants R and A, B, C & D – greedy little monkey. Yet all the fancy toys in the world don’t mean a thing if they cannot hit! His Prep Fire is woeful! Shots from MTRs and even a 50LAT in the upper level of a fortified building (B23.93 is the relevant rule – I admit it JP, I was just bluffing, you surprised me on THAT one!) just wiz left and right, so many shots from AFVs, Guns and infantry just to get a Pinned 76*MTR crew and remove the ? from an LMG MMC.
Movement is more serious though:
In the North Western Sector (Blocks Q-S, X-Z) Armoured Assaulting 658s come on shepherding PzKpfw VIEs (B0, F0), PzKpfw IVJs (D0, E0), a StugIII(L) (A2) and a StuH42(L) (B2). He also tries to encircle Block A with a pair of 658 AA-ing SPW250/1s (D1, C2). More AA-ing 658s and HTs come on, some stopping to provide support (B3, A4), whilst a final lone HT goes rushing to the Block C/D road (E4) to try and cut off rout from Block C. A combination of IFP and PIATs (B1, C3, F1) tear through about 30% of his assaulting units; claiming some PINs, Breaks, ELR breaks, CRs, the StuG and a HT (C2) – I try everything, street fighting included, but I am unable to stop him encircling and isolating Block A… it was just too massive an attack. An AT Gun (D8) opens up and chews up the StuH and another HT (B3) – effectively stopping cold the Western portion of his assault here, but how am I to stop 2 Tigers? I have been cautious in not exposing too many units from other Blocks (B, F, H) as I need him to be careful and waste time.
In the North Eastern Sector (Blocks N, U-W) a wide spread of infantry with AFV support (PzKpfw VG, PzKpfw IVJ and PzKpfw IIIL) start to thread their way through the buildings and rubble of Block N towards attacking positions for assaults on Blocks O and U. I do little firing as he is sticking close to the high TEM and I want to make sure that when I do shoot it is with results because I am petrified of his OBA. His initial 120mm OBA landed in the lake (it just couldn’t have been a worse shot) and caused massive Base Integrity Level loss to the fish.
The South Eastern Sector (Blocks A-D, F) has another Tiger led thrust with 3 PzKpfw VIEs (HH18, II17, II20) as the vanguard of Assault Engineers and SS Rifle Platoons (about 3 I suspect). This area is a worry as I do not have the resources down here that I do elsewhere. He is moving men and HTs to cut off rout routes and isolate individual buildings in Block R. The biggest asset I have here is space, he will have to lead with his AFVs as there is too much open ground to safely move infantry, I only hope the 2 76*MTRs (V19, 20) and the AT Guns (U22, V19) can take some of the Germans with them when they go!
In Close Combat JP is able to get some kills, almost as many in this 1 turn as he has in the whole CG so far. I am able to take a 658 with me, but my forces are just swallowed up in the SS tidal wave. Block A has fallen though with all CPs controlled.
The new Rally Phase goes well, for me, with an engineer MMC CRing – man, after 2 years of phenomenal luck JP is getting the down-side big time!
I call down some 80mm OBA (BB5) but it turns out to be useless, except maybe as a deterrent; with OBA on the board he is going to have to think about his movements through Block N. The rest of my Prep is a mixed bag, the highlight being the destruction of the Tiger his AL was riding in; I had fired 2 shots with APDS, getting hits but not penetrating… I go for gold and IF – yes it is that desperate – and SCORE! Kapow! Otherwise my attacks have limited effect; I reduce a few more MMC that he had left out in the middle of a Wide Road (A3) and get a few PINs – big deal.
Movement phase is costly as I struggle to cover the gaps against his attack. A 9-2 (Y1) is wiped out with boxcars off of a simple NMC followed by a deadly wound roll, a 648 with him is broken in the same attack and eliminated in Defensive Fire. I also lose a 50mm MTR crew, but they were sacrificial.
In Advancing fire I not only manage to eliminate the pesky SPW 250/1 trying to isolate Blocks C from D (E4) but I also fluke a shot on his escaping 9-1AL and the MMC hiding under the shattered Tiger – you beauty!
The beauty of the ABtF map is its complexity, the multitude of avenues of fire in the midst of the city. The British player has a chance to make the German commander pay wherever he enters his forces, so while the initial assault was a terrible shock for me, I think that JP was just as surprised by the type of reception he received. Yet now I am struggling to hold ground against his use of these same streets, once the Germans have a ‘beachhead’ then everything becomes so much harder for the British. With about 2:1 CVP in my favour I can say I won that round… but the holes in my defence are appearing thick and fast. I would not put it past JP to have another attack planned too, say down in the A17 Entry Area.
Still there is one thing that cannot be denied, this is a blood bath!
German losses this turn (44CVP)
9-1 AL
338, 238, 248
SPW 250/1 x4, StugIII(L), STuH 42(L), PzKpfw VIE(L)
Prisoners: 658, (658, 238 – escaped)
British losses this turn (18CVP)
9-2, 9-1, 648 x2, 248, crew x2
Prisoners: 648 (taken off-board)

Entering the North Western Sector from Off Board – The Reich takes Block A
TURN 2
It all starts off badly with my HIP Set DC in GG17 being found by a flukey Search; he was trying to reveal a dummy in the same hex and for some reason decided to search, bah!
The North West Sector brings a Block C charge which runs into a wall of fire; I had managed to reinforce Block D sufficiently to present a strong enough face to any assault he devises (I hope), but he insists in running Assault Engineers through the fire to eventually place DC in a hex (E4) that holds an 8-1, 648 and PIAT – and Breaks them both, the 8-1 is then KIA in Advancing Fire. My Defensive Fire here is frustratingly useless… this sector is in real trouble!
The North Eastern Sector has a general line abreast slowly moving through the rubble of the factory complex (EE9-11), a leader-led Squad and HS attempt to join the line but hold up when I reveal a MMG with 10-2 (Frost – Y8(2)), though the attack is ineffective. He is not making any major moves here at all, taking his time and trying to spread out away from the OBA. The OBA comes down on-target when I correct it, and is able to break a leader and an MMC, I feel that the Block N assault is being slowed and contained enough. I drop WP on a MG nest (AA3) and 4 MTRs firing at II6 are able to KIA a HS and PIN the 50L crew.
The South Eastern Sector gets cute and pays the penalty. HIP engineers (FF19) who were minding the Set DC expose themselves at an SS Squad and HS causing an ELR Break for both but then fails a pathetic 1MC when a Tiger OVRs them and parks in their hex. A HS joins the DC Banzai trend and pays the ultimate price when they charge a LMG MMC (EE20). Another Tiger tries to get too close (EE22) and I am able to Streetfight him to death with a 458 (DD21) – I think JP has a fantastic force on the board, but I wonder if the AFV numbers makes him feel more invulnerable than he really is…he has lost 4AFVs (2 of them Tigers) and 4HT in 2 turns. The unjust revealing of a dummy stack again causes him to think he is safe so an 8-1 runs in the open (EE18) to try and cut off rout options and becomes MTR fodder (from a 76* in V19). This MTR opens up again and targets a HT (CC19) for Defensive Fire, with -2mods (for OT and all AF<4) a MTR can be a potent HT killer with a little luck – unfortunately I score a shock result which is not going to stop the HT affecting my WWs (DD18) rout.
His Advancing Fire reduces a 458 and PINs the only other Squad here… My MCs are as bad as my attack rolls are good – I have 8ML and there are 7MCs; 6 of them are 9+DRs, pretty devastating stuff. At least a SAN reduces an engineer. My last losses of the turn are the WW being reduced by interdiction when he bolts way
Due to playing VASL we are having a number of problems with an attack (such as OVR) or Search roll that is resolved by the Germans BEFORE the log is returned, twice this turn I have had pivotal dummy stacks revealed by rolls that should not have happened – in one case (CC17) this unhinged an entire flank…very disappointing.
The disappointments are temporarily forgotten when I score a 7-0 through leader creation (J2), sweet. The OBA continues to fall impotently, but I go on a WP frenzy, with the majority of my MTRs successfully lobbing the stuff, I hope to not only mess up LOS, but also get some Flames started.
The North West Sector sees some devastating results; amazing attack rolls and now he too cannot pass MCs – I know how it feels so my gloating level is lower than usual. He has an FT-armed engineer CR-ed and a leader as well as a number of MMC ELR-ed as well. I reinforce the defence, but now that I have enough units in Block D I think I can start to move units with an eye for the next games set-up.
The North Eastern Sector is staying pretty static; he is going to have to work extremely hard to root me out of here, so I can afford to make him come to me. Frost’s MMG nest scores more miraculous hits and ELR failures but also claims a fair percentage of the Defensive Fire; might be time to move…
The South Eastern Sector is drawing a few more of my men down towards Block R, I have no other options but to lay down some WP and again wait for him… though I am making sure he walks across either the lovely grassy Open Ground or wastes time running through the buildings. A Commando unit running towards Block R draws fire from a HIP HMG/MMG nest (HH21) another SMOKE-worthy target!
His Defensive brings down 120mm MTR (O4) on the MTR positions (N4, O3) in Block H breaking both crews.
German losses this turn (15CVP)
8-1
348, 3x 338, 228
PzKpfw VIE(L)
British losses this turn (5CVP)
8-1
648, 237
Prisoners: 648 (engineers)
Of course I have not been helped by the fact that almost every attack JP makes causes my 8ML troops to break or die
TURN 3
His turn begins with an attempt to emulate my WP frenzy of the previous turn, but with only AFVs able to fire the lovely stuff (WP6 as per ABtF18) he gets only a single hit and loses availability with every attempt. On top of that I am able to pull out the Q&A ruling that states that unless fired by MTR, WP does not cause a MC (A24.31) on non-ground-floor out-of-LOS units – joy! Not quite so joyous with the rest of Prep, his 120mm OBA causes the first Flame of the game in Block H (N2).
He keeps pushing into Block N, in the North Eastern Sector, I cannot understand why though, I think he has very little chance of taking this Block and he is only opening his troops up to more casualties. He is super unlucky here though as he moves a crew in the open on a rooftop and suffers a CR from a LR LMG shot! Man… I wouldn’t have been happy about that if it was me!
The South Eastern Sector is where I think JP is making mistakes, he is charging in trying to capture Block R, but is also not keeping his units in touch with each other. This, along with the sense of invulnerability that seems to have infected him since totally overwhelming my 1st line pickets, has led to some nasty losses. A HIP MMG nest (T16) opens up on a FT-toting Engineer MMC strolling though the open, they are KIA. It gets even worse when a stack moves adjacent to a DC carrying Commando; with nothing to lose I Throw the DC, Rubbling his hex (BB20) and CR-ing 2HS of my own in the process – a price worth paying for the death of most of an SS Rifle Platoon! 2 HTs (BB22, CC16) are turned into Burning Wrecks from HIP AT Gun shots (U22, Z14) – I would not have chosen to shoot with these Guns, preferring to save the surprise for a bigger target, but the HTs were cutting off Rout paths.

South Eastern Sector’s Block R turns into a Nest of British Vipers
The North West Sector is relatively quiet, and I do not think he is going to make much of a push here anymore; he has enough of a staging ground for the next game as well as enough forces here to not need major reinforcements. A Blaze starts in one of the buildings though (C3).
All up this has been a fairly good turn for me, a bit of luck and some success with the depth of the defence (‘I love it when a plan comes together’) has blunted the Block R attack and put N out of reach for him… though I do not doubt he is on a MMC hunt rather than trying to grab ground.
I have little left in the way of attacking capability, but I decide to use my concealment advantage to play with JP’s mind a little – I need to find a way to keep him off balance. I again pepper the city with as much WP and SMOKE as I can, to slow him down, mess up his attacks and force him to come close to my units if he wants to assault me.
With a bit of luck WP lands on a hex with the HIP OBA Battery B spotter (HH21) – I am sure it will be nice to drop something nasty on THAT hex! Flames break out in a number of places from the WP usage (F1, AA18 and BB19)
The Block R factory (Z16) in the South Eastern Sector is infiltrated by the Germans and covered in SMOKE and WP, this allows me to get closer and reinforce this crucial point of defence. In CC I am able to destroy another HT (AA20). I now have presented a pretty solid line of defence in this Block and I think I am safe from losing it.
In the North Eastern Sector a lone HS bolts across a street towards a Block C PzKpfw IVJ and then back forcing him to have a motion… attempt – just all a bit of fun and games! It is a total waiting game in this sector as I try to avoid the AFVs, kill stacks and 10-3 leader here. These same killstacks get desperate and start randomly firing PF at my troops in the hope of an improbable hit, maybe the fumes from their Block burning down is affecting the commander’s head. Naturally an improbable PF scores a hit but with no effect, a SAN result however sees an engineer MMC of his broken.
In the North Western Sector I position units in ‘towers’ (U4, W2) from where I can interdict his movements should he try to attack or pull out, these locations are surrounded by rubble affording great LOS and cover (for me), again it is a case of waiting or slowly pulling back. He is able to strip ? and Pin one of the positions though (W4) and this makes my brilliant plan a little too risky – but with the Pin I shall have trouble getting out.
German losses this turn (23CVP)
9-1
838, 2x 658, 228
3x SPW 250/1
British losses this turn (3CVP)
648, 237
TURN 4
He has some more reinforcements to bring on; they are entering from the Block A area.
JP is taking shots at my MTR crews, 2 of them breaking this Prep Fire – obviously he is getting rather annoyed with my WP placements! In fact this whole turn of JPs was marked by some rare impatience. The Germans cannot just breeze through this game, especially considering we are playing with BI and that the Brits took most of the city in the freakish first turn but they have their most powerful allies coming late in the game, i.e. ammo/water shortage.
In the South Eastern Sector JP fires a stack with 24FP from the WP haze, it scores nothing but heralds another new attack in the offing. The big worry, the 10-3 and friends moves upstairs (E3) to try and escape the orchards blocking his view across the street whilst an engineer and leader charge through a wreck attempting to plant a DC (in E5); they get hammered by 36FP and the 838 is KIA-ed the leader is broken.
In the North Eastern Sector it appears that the Germans have not totally given up on taking Block R. The pair of Tigers here moves deeper into the block and MMC armed with DC and MGs swarm forward to challenge the two British forward defensive positions (Y17, AA21)
In the North Western Sector a line abreast move, reminiscent of WW1 comes towards Block O, meeting a snag when Col Frost (Y10) directs a MG stack that breaks and pins an assault stack. My ‘tower’ MMC (W2) is broken from the devastating fire of an SPW 250/sMG stacked with a HMG/MMG (II1); these guys have me totally ducking for cover. Also the MTR frustration is starting to show – he is actually using his AFV MA from the basically static and useless panzers in Block N to shoot at uncrewed MTRs on rooftops!
There is no doubt that the German commander is showing low P-ELR – intercepted transmissions have indicated that he is considering throwing in the towel. This would totally contradict his usual advice to me when I consider quitting (i.e. almost every CG) but also shows that this CG is not a pushover for the Germans. Again though, it would be a total mistake for him to not play on; I still think he has the upper hand.
I open my player turn with a few choice WP hits (not much WP ammo left now though) and a mass of PIN results.
Movement consists of pulling away from the front line in Block D (there are just too many units massing there now, I have a better chance stopping him should he rush the hex). His Defensive Fire concentrates on hitting me with OBA (malfunctioning a MTR (C11.4) and killing a crew in Block R (V19)); he must really be annoyed by the MTRs, as they are his main targets, even a StuG, PzKpfw IIIL and Tiger are shooting at unmanned MTRs! His SAN results also manage to hit MTR crews! A FT in Block R (BB20) also KIAs 2 Commando MMC which is a massive blow to my defences here.
This has been a very painful turn, though I don’t think the balance of the game has turned, just my ability to hold on to the outer Blocks in the future, losing those 2 Commandos was a tragedy for me! On the plus side, the spreading fire rolls were magnificent for the defender, terrain Blazes started up everywhere, forcing 2MMC to break and run with their 2ldrs, whilst Flames also started spreading again, wonderful!
German losses this turn (2CVP)
838
British losses this turn (6CVP)
648 x2, 228
TURN 5
The first roll of the new turn costs me a crew through Fate as does an OBA attack that scores a NMC – bugger – then the OBA continues to fall causing 2 Flames, killing ANOTHER crew and a 76*MTR – not good at all. There is little Prep Fire apart from this though as it is obvious JP has had enough and is pulling out… troops are streaming back to his controlled Blocks.
The weather roll comes up Gusts and this has a dramatic effect on the board, with almost all the SMOKE being removed and the Blazes energised to spread some more. My OBA (HH10) is able to FINALLY do more than just perform as fireworks with a leader and 2 MMC being broken by it as they skulk through the rubble in Block N – too little too late for this though. His 120mm OBA cuts out with a red chit, but the other 80mm manages to kill another MTR crew.
I have little Prep (manage to reduce another MMC though) and just as little movement. I bring on the last of my reinforcements (6x Carriers A), and they spread themselves over the board as crew delivery vehicles and portable roadblocks! His response is to shoot at my unmanned MTRs! Man, he must hate those things!
The Fire spreading rolls are harsh, the wind helps out and many Flames become Blazes. This will all make his job harder in the next game as many of the locations burnt are his jump-off points or will be rubble for him to cross to attack Blocks. Still all said this was not a fun turn for me, the crew attrition especially has been a disaster… his targeting of my MTRs and their crews will cause my WP games to be curtailed in the next games… not that I shall have much more opportunity, with ammo shortage and exhaustion modifiers starting to kick in I am going to have to hunker down and prepare to take him on in the streets.
British losses this turn (8CVP)
228 x4

Block C a’Burnin!
TURN 6
Playing Turn 6 and the Brits can now thankfully say that we have held off Jerry for a while longer… He is not in retreat, that is for sure, but he is again pulling back to the safety of his own Blocks to lick his wounds and build up again for another assault.
With both his OBA pulling red (2nd chit for the 120mm, phew!) he now has little opportunity for hitting me. Prep Fire is sporadic and of little effect since the rampant Blazes mean that he cannot put up a serious front to form FG, especially in Block C.
Very few German units move forward, just a few MMC in Block C to cover the vital crossroads between C, D and F (F2) – though they are immediately broken by the fire from a stack of 3 paras in Block F (I2). Surely this has to be the end of it here, I cannot understand why he just doesn’t pull back to safety; unless space is an issue, the flames probably don’t allow him much room to stack his units.
Advancing Fire is actually that! With Block C being almost totally consumed with Blazes… it is going to have quite some effect on him in the next game. Block R too is being burnt to a cinder with most of the warehouses a’Blaze.
My Prep Fire opens up with more ELR fun; his veterans in the squads are dropping like flies…
I rearrange my men to make them as ready as possible for the next game.
German losses this turn (5CVP)
658, 238
Aftermath
The game ends on Turn 6, no doubt a great relief for JP but also for me too… it was just too crazy, we both need time to sort this mess out!
I have only 1 escape roll to make, but blow it badly, losing another precious MMC though I am also able to ‘cash in’ 6CVP worth of prisoners (658 x2)
German Escape Losses (7CVP)
348
Prisoners: 658, 236
British Escape Losses this turn (2CVP)
648, LMG
I ended up losing 4 Blocks, A, C, Q and U – this is not too bad at all… if he had concentrated his attack on Block R like he did on Block C I would have lost that one easily too. Also his delay in Block C (to regroup?) ended up being VERY costly for him, he lost a fantastic opportunity to take Block D and also swamp more of my troops there – I was totally on the back foot until the next movement phase when I was able to reinforce.
The loss of units does not reflect the true cost to his infantry units, many of those that broke also ELR-ed. At the same time the CVP tally is deceptive due to his heavy AFV and especially HT losses. Here is the losses list (as best as my book-keeping allowed)
The End of Game Balance Stat Sheet
Units Lost
German
9-1, 8-1, 9-1 AL
838 x4, 658 x3, 548
248, 228 x2
PzKpfw VIE(L) x2, StuGIII(L), StuH 42(L), SPW 250/1 x7
British
9-2, 9-1, 8-1
648 x6, 447
228 x7, 248

Block Control
German A, C, Q, U, V, W, X, Y, Z
British B, D, E, F, G, H, I, J, K, L, M, O, P, R, S, T, Blockhouse, J5, L0, Ramp (Q7), Orchard, Strip (C11)
Uncontrolled N

Yellow – No Control Points
Blue – Water
Black – German Controlled
Red – British Controlled
Purple – Uncontrolled
Conclusion
Well… no doubt about it I was totally sucker punched in the first turn… Block A’s defenders just got smeared and accounted for a full third of my losses this game. Lesson learned; don’t set up outlying pickets that are on the board edge! Of course the main thing was my ability to reinforce against this attack… he stopped and gave up the initiative here. So for all you German players a tip… when the British are spread out over the board DO NOT stop in the attack… you will have to get through 1, maybe 2 defensive lines, but after that you will be able to exploit the gap you have created and open up hunting season – you get plenty of reinforcements, the Brits get none!
The German commander used the Armoured Assault tactic to great effect. Rarely have I seen this used, but it was pivotal in the initial stages of the game. The Tigers are NOT invulnerable, they can be taken out with the British AT weapons, though luck and a high ROF will be needed… The German player should save them for long distance until British ammo shortage becomes a factor.
SMOKE is your friend, especially WP – burn down his positions, though understand the same will happen to you – especially in Block H in the later part of the game, already I have lost 2 buildings in Block H and this will hurt me later in the game. Still, rubble cost 3MP to move through and is only a ½ lvl obstacle, all good news for a well armed defender!
Hmmm… now, what am I to do in the NEXT game…