29.1 A roadblock is a Fortification counter that may be set up only prior to the start of play and only in a road or runway Location, with the roadblock's arrow pointing to the road- or runway-hexside obstructed.
29.2 Except as stated otherwise, a roadblock is treated as a stone wall across the hexside to which it points. In addition, the roadblock extends straight along that hexside to the center dot of any Accessible woods/
29.3 The TEM of a roadblock (and any extension) is equal to that of a wall in all respects [EXC: the TEM of the roadblock extension can apply only to Direct Fire]. Q&A
29.4 No vehicle may cross a roadblock hexside (inclusive of vertices); Infantry/
EX: A roadblock in 1G8-H8 extends from the building in H7 to the woods in G9, preventing VBM through (but not just to) the H7-G8-H8 and G9-G8-H8 vertex, and costing Infantry/
29.5 REMOVAL: A roadblock can be removed by Clearance (24.76); however, such attempts made by separate stacks must use separate DR. A roadblock can also be removed by any HE attack (including DC; see below) that results in a KIA against the roadblock. A Direct Fire ordnance attack vs a roadblock must use the Infantry (Other) Target Type or a SCW TH Table, adding the roadblock's +2 TEM to the TH DR normally (although Infantry targets in the same Location may have different DRM); its LOS must be traced to the center dot of the Roadblock counter's hex and must also cross the roadblock hexside before/
EX: A squad is moving without Assault Movement behind a roadblock. A Gun using the Infantry Target Type fires at it at six-hex range. The Modified TH# is 8, but the moving squad has a +1 DRM (+2 [TEM] -1 [Non-Assault Movement] = +1) while the roadblock has a +2 TEM DRM. The squad would be hit on an Original TH DR of ≤ 7, but the roadblock would be eliminated only if the Original TH DR was ≤ 6 and the IFT DR achieved a KIA.