Countermobility Effects.

If zero, then the specified type of unit can not cross the obstacle until the obstacle is breached. If 100%, then the specified type of unit is not effected by the obstacle and can cross the obstacle at normal speed for the terrain that the obstacle is in.  If 1% through 99%, then the specified type of unit can cross the obstacle at that percentage of its normal speed for the terrain that the obstacle is in.  Example 10%: a unit of the specified type will move across the obstacle at 10% of its normal speed.

Breaching Methods.

A squad-hour equals ten man-hours.  Non-engineer personnel produce one man-hour of obstacle breaching labor per man per game hour.  Engineer personnel produce two man-hours of breaching labor per man per game hour.

Only vehicles equipped with a blade, plow, or articulated arm can produce mechanical obstacle breaching labor.  Most blade equipped vehicles produce one vehicle-hour of mechanical labor per vehicle per game hour.  Some specialized vehicles produce 2 hours of mechanical labor per vehicle per game hour.

The number of men and or vehicles that can efficiently work simultaneously on breaching an obstacle is limited by the settings in the "Manpower Limit" item and the "Vehicle Limit" item.

An explosive line charge will always have some breaching effect on an obstacle that includes wire, whether the explosive line charge button is checkmarked or not.  However, an explosive line charge will not breach a ditch or barricade obstacle nor the ditch or barricade part of a combination obstacle unless the explosive line charge button is checkmarked.
