14. TERRAIN
14.1
The costs of movement and terrain
effects modifiers are listed on the quick
reference sheets.
14.2
Terrain effects and movement costs of
hexes containing more than one terrain feature
are cumulative. Therefore it costs infantry 4 MF
to enter hex 2I9 and fire into that target hex will
be modified by +3 to the dice roll.
14.3
Buildings
N-1
4/3/2004
14.3.13 155.4 SPLIT LEVEL BUILDINGS: Multihex buildings located on two elevation levels
and containing only one staircase symbol in the
lower elevation hex are actually a combination
of 1st and 2nd Level building hexes. While the
building represents the same level obstacle in
both hexes, that building hex located on higher
terrain is actually one level shorter than the
portion located on lower terrain. The first level
of the higher hex would connect directly to the
second level of the lower hex. Movement within
the building to the ground level of the higher
hex would have to be made from the 1st Level
of the lower hex, etc.
14.3.14 155.41 Multi-hex buildings located on
two elevation levels and containing a staircase
symbol or inherent staircase capability in the
higher elevation hex has the same number of
building levels in each hex, but that building
hex located on higher terrain presents a higher
obstacle to LOS than the building hex on lower
terrain. Movement within the building from the
higher hex to the lower hex must be made from
a building level that is one lower than the
building level moved into and vice versa.
14.3.15 155.5 MARKETPLACE : Building hex
12R7 is unique in that it has no ground level as
signified by the placement of the hex centre dot
completely outside the physical confines of the
building symbol. Ground level LOS (including
MG fire) may be maintained through this hex in
any direction; units of all types may move
N-2
14.3.20
Movement and Fire
Between Levels
14.3.20.1
155.2 Movement up or down
levels by means of a staircase costs 1 MF
per level moved.
14.3.20.2
Movement between levels of
the same non-staircase building hex is
possible in the following manner:
4/3/2004
14.3.20.2.1
Changing levels without a staircase
is permitted only during the MPh by infantry units
carrying no more than 2 PP each of support
weapons.
14.3.20.2.2
Units changing levels in this
manner may not make any other movement or fire
including CC during the balance of their player turn.
14.3.20.8
Flamethrower attacks affect
adjacent levels in the target hex as Area
Fire. If a flamethrower fires from within a
building up or down a flight of stairs, the
effects of the fire do not apply to the firing
hex. Ground level flamethrowers may not
affect a third level target directly.
14.3.20.9
Demolition attacks, which do
not result in rubble, affect only the target
level.
14.3.20.2.3
A. No. {15.2-34}{COI4-69}
14.3.20.3
Units in non-staircase hexes may
not fire or enter into Close Combat with enemy
units above or below them on a different level.
Units may not fire up or down a staircase hex
more than one level. Units which start their
Advance Phase already in or adjacent to a
staircase hex may advance during the Advance
Phase up or down stairs and enter into Close
Combat with opposing units.
14.3.20.4
Broken units on levels above
ground level do not have to rout unless
adjacent to enemy units on the same level or if
in a staircase hex with enemy units in an
adjacent level.
14.3.20.5
Neither vehicles nor AT Guns
may occupy the higher levels of a building.
14.3.20.6
Placement of units in higher
building levels complicates LOS. Players must
visualize that units on 1st, 2nd or 3 rd Level
counters may now see and fire over ground
level obstacles (keeping in mind the one hex
blind zone) and conversely receive such fire in
return, but units on ground level of the same
building could not. Being on a 1st, 2nd or 3rd
Level counter is equivalent to being on a hill
hex for LOS purposes. Therefore, there would
be no fire combat dice roll modifier for firing
14.3.20.10
Indirect fire affects only the
two top levels with a separate effects dice
roll for each level. It has no effect on levels
below the top two unless a KIA result
rubbles the entire building hex.
N-3
4/3/2004
14.4
Rubble
N-4
4/3/2004
N-5
14.5
4/3/2004
Yes. {MMP}
N-6
14.6
Hedgerows
4/3/2004
N-7
14.7
Hills
4/3/2004
Cliffs
14.8
N-8
4/3/2004
14.9
14.8.10 162.413 Climbing infantry may portage
only their IPC.
14.8.11 162.42 Climbing units are considered to
be moving their full MF in the open for DF
purposes and any such fire is directed to the
centre of the hex containing the climbing
counter. Climbing units never receive
favourable TEM's (other than smoke or weather)
for incoming fire (including Infantry Height
Advantage) unless the unit is on a Level 1
climbing counter and the incoming fire crosses
a woods symbol in the target hex, thus
qualifying for the woods TEM. Any unit broken
while climbing is eliminated; but climbing units
need not take any type of MC that is not directly
dictated by the IFT (including the loss of a
leader in the same hex).
14.8.12 162.43 Climbing units may fire only
during their AFPh and only at adjacent targets.
They must use Area Fire (although combining it
with PBF will return their attacks to normal
strength).
14.8.13 162.44 Units may climb / descend one
level during the APh provided they pass another
Falling DR. In fact, units climbing / descending
into a level containing enemy units can do so
only during the APh.
14.8.14 162.441 Those units specified by SSR
or DYO purchases as specially equipped for
climbing (usually partisans, rangers, or
commandos) may ignore the coloured die when
N-9
Double Crests
4/3/2004
14.10 Crags
14.10.1 162.3 Any hex containing four grey,
irregular shapes is a crag hex. A crag hex is
especially rough terrain strewn with boulders,
crevices, and the debris of numerous
rockslides. Examples of crag hexes are 15Z5,
l5AA4, 15R6, 9H8, and 15X9.
14.10.2 162.31 The movement cost for infantry
entering a crag hex is 2 MF's (in addition to any
penalties incurred for moving into a higher or
lower elevation). No vehicles, or 5/8" counter
ordnance may enter or begin a scenario in a
crag hex, nor may motorcycles be portaged
through it (Exception: mortars). Animals may
enter a crag hex only while dismounted at a
cost of 2 MF's per hex.
14.10.3 162.32 The TEM of a crag hex is +1.
Paratroops landing in a crag hex must take a
normal MC.
N-10
4/3/2004
14.12 Brush
14.12.1 154.1 Any hex containing dark green
grass symbols overprinted by the hex centre
dot is considered a brush hex. The term "brush"
is used to represent a thinly wooded area with
dense undergrowth. I2AAl(), 13F5, 14W9, and
15CC9 are examples of brush hexes.
14.12.2 154.2 The movement cost for entering a
brush hex is two MF's for infantry and cavalry,
four MP's for motorcycles and armoured cars,
two MP's for tracked vehicles, and six MP's for
trucks / jeeps. Entry into a brush hex by a
vehicle does not require a dr for potential
immobilization, nor can a brush hex be
bypassed. All ordnance and fortification types
may be placed in a brush hex.
14.12.3 154.3 A brush hex has no IFT TEM of
any kind-other than the fact that it isn't
considered open ground for DF purposes.
14.12.4 154.31 An AFV executing an Overrun
attack in a brush hex attacks with half
effectiveness. Such vehicles are more
susceptible to grenade bundle attacks and are
immobilized if an 11 or 12 is rolled prior to
modifier adjustments.
N-11
14.14.3
4/3/2004
14.16 Orchards
14.15 Woods
14.15.2
Air Bursts
14.15.2.1
109.6 All indirect HE fire
(including mortar direct fire) vs. infantry in
woods or forest-road hexes (not woods-building
in combination) receives a -1 DRM instead of
the normal +1 terrain effects modifier. The air
burst DRM does not apply when a HE Critical Hit
occurs in a woods or forest road hex.
N-12
4/3/2004
14.16.10
118.8 The allowable LOS
through orchard hexes is increased from 2
hexes to 3 hexes during any scenario taking
place during the December-March period.
N-13
4/3/2004
(Example: 7M6-7N5)
14.18.5 Or all water or water-marsh hex
sides must be made during the Advance
Phase.
(Example: 7U5-7U6)
14.18 Marsh
14.18.1 127.1 A marsh hex is any hex whose
centre dot is inside a dark green area with
intermittent grass symbols. 7H3 and 7G2 are
examples of marsh hexes.
[See Section 11.22.2 for changes of depth and nature
of marsh and mud flats.]
N-14
4/3/2004
14.18.11
75.4 All infantry firepower
originating from a marsh hex is halved.
14.18.12
75.5 The infantry firepower
factor equivalent of all HE fire attacking a marsh
hex is halved.
14.18.13
75.6 The morale level of all nonRussian units in a marsh hex is reduced by one
as long as it remains in that marsh hex.
14.18.14
127.4 Boats and amphibious
vehicles may cross any hex side containing
marsh or water sym bols into a marsh hex
during the Movement Phase as if it were
entering a river hex but must pay double (2 MP)
the normal MP cost for river movement to do so.
A marsh hex can be considered either a water
or land hex at the option of the mover for
purpose s of boat movement and launching.
14.18.15
127.41 Units in boats in a marsh
hex do not have their firepower halved for being
in a marsh hex; the Moving Firer provision for
being in a boat is sufficient penalty.
14.18.16
127.42 Units in boats in a marsh
hex do not have their morale reduced one level.
A. Yes. {COD106}
14.20 Bog
14.20.1 75.8 Any hex adjacent to a marsh
hex has the potential of bogging down a
passing vehicle. Any time a vehicle enters
such a hex, it must roll one die. A die result
of '6' immobilizes the vehicle. The vehicle
may roll to free itself in each Rally Phase
with a die roll of 1 (after armour leader
modification) removing the immobilization.
An immobilization due to bog is never made
permanent regardless of the die roll.
Immobilized vehicles may still fire their
armament normally.
14.20.2 75.81 A bog hex has no effect on
infantry or cavalry.
14.20.3 75.82 A bog hex has no effect on
vehicles provided those vehicles enter and
exit the hex via road hex sides.
14.20.4 75.83 Many AFVs due to wide tracks
and consequent low ground pressure, are
much less subject to bogging down and
would have to roll a "12" with two dice to be
considered immobilized in this manner. See
Armour Listings for specific cases.
14.21 Gullies
N-15
4/3/2004
N-16
14.22 Streams
14.22.1 157.1 Any hex with a winding blue
line encased in a combination of white,
brown, and dark green extending through
two hex sides of that hex is a stream hex.
13CC5 and 1305 are examples of stream
hexes. 1364 and 13DD4 are not stream
hexes. Entrenchments, trenches, and
bunkers, may not be placed in a stream hex.
14.22.2 157.2 DEPTH: The depth of water in
a stream hex is the only thing that
distinguishes a stream hex from a gully
hex. There is no other terrain in a stream
hex so the depth of the stream solely
determines the COT penalty in entering a
stream hex. Streams are always assumed to
be shallow unless specified otherwise by
SSR. A stream may be defined as one of
four various types: dry, shallow, deep, or
flooded. In hypothetical scenarios where
this information is unknown, it can be
resolved with a single dr as per the
following chart. There is a -1 drm for
scenarios occurring during July, August, or
September and a +1 drm for scenarios
occurring during November, March or April.
4/3/2004
Depth
1 or less
Dry
2 or 3
Shallow
4 or 5
Deep
Flooded
N-17
14.22.10
157.44 A unit on foot may
enter or exit a non-flooded stream hex
during the APh, but is still subject to the
Stream Entry dr if it advances into a deep
stream. CX infantry, unless berserk, may
not advance into a deep stream hex.
14.22.11
157.45 No ordnance or SW's
may be fired from a shallow or deep stream
(EXC: AFVs and passengers on halftracks).
14.22.12
157.46 Infantry may not
push guns into a shallow or deep stream
hex.
14.22.13
157.47 There is no penalty
to paratroops landing in a dry or shallow
stream hex. Those that land in a deep
stream must take a NMC. SW's and small
arms canisters must re-roll and are
eliminated on a dr of 5 or 6. Any unit
parachuting into a flooded stream hex is
lost.
14.22.14
157.5 Vehicles enter and
leave a stream hex as if it were a gully
regardless of water depth except that they
may not enter a flooded stream hex unless
in an amphibious mode. All vehicles (even
amphibious ones) leaving a stream hex to
directly enter a non-stream, non-water hex
are subject to bog in that stream hex.
4/3/2004
14.22.15
157.1 There is a cumulative DRM
to the bog DR for each of the following
circumstances:
14.22.19
157.71 Units on a bridge or
other adjacent ground level or higher hexes
would qualify for the Infantry Height
Advantage against units in level -1 terrain.
Condition
14.22.20
157.72 A target unit in a
stream hex does not receive any TEM for
being in a stream hex, although units
beneath a bridge counter could claim the
bridge's TEM against incoming indirect fire
(including high arc direct LOS mortar fire).
+1
+1
+1
if towing ordnance
+1
+1
if it is a non-tracked vehicle
+1
-1
14.22.21
157.73 A stream hex is
considered open ground for purposes of
applying the DF DRM for movement in the
open.
14.22.16
157.52 If the modified bog DR of
a non-amphibious vehicle is >=13 in a deep
stream, the vehicle floods and is removed from
play. Any crew and/or passengers survive, but
all ordnance and SW's are lost.
14.22.17
157.8 WEATHER: If a stream is
designated as frozen it is treated as a dry
stream regardless of depth. If a non-dry stream
is not frozen but snow is present, the stream is
a freezing water obstacle and infantry may enter
a shallow or deep stream only if they take a
NMC during every subsequent CCPh in which
they are not in a building.
14.22.18
157.7 COMBAT EFFECTS : Units
in stream hexes have a LOS only to units in
adjacent hexes or those hexes with at least a
three level height advantage (Exception: Crest
status) unless the LOS enters the stream hex
across a marsh or water hex side. A unit in a
stream hex may see other nonadjacent stream
N-18
14.22.22
157.74 A unit could rout
through a stream hex or remain in it
pending availability of a route to a woods or
building hex provided the stream hex is not
in the LOS and normal range of an enemy
unit.
157.43 & 157.74 Should routing units roll stream
entry for any reason? Will they suffer any casualties
for failing this DR?
A. Yes, if they were to continue moving along the
stream. No. {OAF}
14.23 FORDS
14.23.1 80.42 & 157.62 A ford represents an
area within a gully or stream hex where the
depression's sides are neither steep nor
high and the streambed itself is level and
lies near the surface, but fords are still -1
level hexes and treated as stream / gully
hexes except as amended below.
14.23.2 80.43 Fords are not printed on the
map board but are represented by ford
4/3/2004
N-19
4/3/2004
N-20
4/3/2004
N-21
4/3/2004
14.27 Graveyards
14.27.1 160 Unlike the simple peasant graves of
Russia, west European cemeteries presented an
eerie and unusual, but formidable, terrain
obstacle to an attacker. Densely concentrated
stone grave markers and mausoleums became
miniature dragon's teeth and made difficult
passage for even the sturdiest of tanks. while
providing ample cover from small arms fire for
the living.
N-22
4/3/2004
14.27.10
160.32 Cavalry may not make a
charge attack in a graveyard hex, nor enter a
graveyard hex in the last four hexes entered
prior to a charge attack.
14.27.11
160.33 An AFV executing an
overrun in a graveyard hex attacks with half
effectiveness. Such units are immobilized if an
11 or 12 prior to modifier adjustment is rolled.
14.27.12
160.4 A graveyard hex does not
create a blind hex for a higher level observer.
14.27.13
14.28 Rivers
14.28.1 126.1 Any hex whose centre dot is
surrounded by blue is either a river or pond hex
whether any land exists in the hex or not.
Ground units may not be placed in such hexes
unless they are amphibious, in the act of
fording, on a bridge or other water conveyance,
or if the water hex is frozen.
14.28.6
An example of a river hex is 7E2; an example of
a pond hex is 7CC9.
14.28.6.1
126.3 At the outset of any
river scenario, the current direction and
force should be defined. In non-historical
design-your-own scenarios where these
factors are not known they can be resolved
with a simple die roll.
N-23
Current
Direction
Even
Odd
4/3/2004
Force
1-2
Slow
3-5
Moderate
Heavy
14.28.6.2
Once the current direction and
force has been determined place the current
counter in a river hex proper side up as a
constant reminder of prevailing current
conditions.
14.28.6.3
126.31 Current does not affect
secured bridges nor any river hex bordered on
opposite sides by non-island ground hexes
(Example: 7CC4,7K2,7H1). Current affects
fording infantry only insomuch as it defines
downstream.
14.28.6.4
126.32 Current does affect boats
and amphibious units except during the player
turn in which they are launched.
14.28.6.5
126.321 Boats and amphibious
units in a river hex with moderate current must
drift one hex downstream during their Advance
Phase.
14.28.7.2
126.41 In addition, a
scenario may define a river as running high
or low dependent on the season. In
hypothetical scenarios of your own design
resolve the matter with a die roll (1 = low; 25 = normal; 6 = high). Rivers tend to run
high in the spring and low in the summer.
There is a -l DRM for summer months and a
+ 1 DRM for spring months.
14.28.7.3
126.411 When a river is
running high treat all marsh hexes as river
hexes.
14.28.7.4
126.412 When a river is
running low treat all marsh hexes as mud
flats.
14.28.7.5
126.42 Whether a river runs
high or low, the depth classification
(shallow or deep) does not change.
14.28.8
Fording
14.28.6.6
126.322 Boats and amphibious
units in a river hex with heavy current must drift
one hex downstream during every Advance
Phase.
14.28.8.1
126.5 Fording may be attempted only in rivers or portions thereof
defined as shallow. Ponds (7BB9-7CC97DD9) may not be forded. Rules for
vehicular fording are left to specific
scenario special rules for specially
prepared vehicles.
14.28.6.7
126.323 If there is more than one
adjacent downstream hex to drift to, crewed
power boats and amphibious vehicles may
choose the drift hex. The drift hex of paddled or
abandoned boats would be determined by a die
roll: 1-3 boat owner's choice, 4-6 opponent's
choice.
14.28.8.2
126.51 Fording units may
not enter or leave a river hex unless in so
doing they cross a blue or green hex side.
Entrance/exit through a cliff hex side such
as 8P8-809 is not allowed.
14.28.7
Depth
14.28.7.1
126.4 At the outset of any river
scenario the depth should be defined as
shallow or deep. If shallow, infantry units may
attempt to cross (ford) without use of boats.
N-24
14.28.8.3
126.52 An infantry unit
(cavalry is considered infantry for fording
purposes) entering a river hex from a nonriver hex, or one entering a non-river hex
from a river hex must expend all of its MFs
(not just any remaining MFs) to do so.
Exception: leaving or entering through a
4/3/2004
14.28.8.4
126.53 An infantry unit in a river
hex moving to another river hex may only do so
during the Advance Phase and only if it rolls a
result other than '6' with one die prior to the
advance. A unit that fails its River Advance die
roll cannot move at all during that Advance
Phase.
14.28.9
14.28.8.5
126.55 Fording infantry may not
move upstream in a river hex directly against a
heavy current even at the request of the
opposing player.
14.28.8.6
126.56 No ordnance on a 5/8"
counter may be portaged by fording infantry.
14.28.8.7
126.57 Fording infantry may fire
their inherent firepower at half strength. They
may not fire support weapons of any kind.
River Banks
14.28.9.1
126.6 All river (not pond)
hexes are equal to level -l terrain. Therefore,
any vehicle leaving a river hex must pay 4
MP + COT for moving to higher terrain than
previously occupied per level gained. Thus
a move from 8BB6 to 8AA7 would cost 10
MPs [2 x (4 + COT)]. A river bank is any
ground hex adjacent to a river hex.
14.28.9.2
126.61 BOG - All vehicles
including amphibious AFVs leaving a river
hex by any means other than a bridge are
subject to bog in that river hex. This bog
potential may be decreased through the use
of fascines (see Note AA of the British
Vehicle Chart).
14.28.9.3
126.611 There is a +1 DRM
to the bog die roll if the vehicle leaves the
river by entering a level one hex (8EE8 to
8EE9). There is a +1 DRM to the bog die roll
if the scenario specifies soft ground.
14.28.8.8
126.58 The infantry firepower
equivalent of all HE fire attacking fording
infantry in a river hex is halved.
14.28.8.9
126.59 Fording units that break
in a river hex are eliminated if the coloured die
of the MC dice roll is greater than the white die.
If the white die is equal to or greater than the
coloured die they remain in good order (not
broken) but are immediately moved one hex in
any direction by the opposing player, minus all
support weapons previously carried which are
now eliminated. The hex chosen must be one
the unit could have legally moved to during his
next player turn. Broken units are not allowed in
water hexes without conveyance. Note that
grounding does not apply to units in river
hexes.
126.57 May fording units be in the same hex with boats?
If so, may fording infantry benefit or be hurt by leaders in
the boats? May fording infantry and boat passengers
form fire groups? May fording and boat units in the same
hex exchange support weapons?
14.28.9.4
126.62 REVERSE SLOPERiver banks act as a modified form of crest
line for purposes of determining LOS.
Therefore any unit on ground level that
must trace a LOS through another ground
hex does not have a clear LOS to the river's
edge. The river bank casts a blind zone over
river hexes equal to double the number of
ground hexes between the viewer and the
river. There is no effect on the LOS of units
higher than ground level. Due to the
difference in elevation, MGs firing from
ground level or higher have no penetration
factor when firing at a target in a river hex.
N-25
4/3/2004
14.29 Bridges
14.29.1 133 River bridges are multi-hex
structures represented by placing bridge
section counters across the river hexes to be
spanned. The rules for these structures vary
considerably from those gully bridges.
14.29.2 133.1 Vehicular bridges are those that
may support vehicular counters and are
represented by the large 5/8" bridge se ction
counters. Vehicular bridges are considered
roads for movement purposes. A vehicular
bridge automatically connects directly to any
road in an adjacent river bank hex.
14.29.3 133.2 Vehicular bridges are considered
to be at ground level and thus are a full level
above the river hex they occupy. They may be
entered only from the adjacent ground level hex
containing the road that crosses the bridge.
Bridge counters are destroyed only by a KIA
result on the IFT. They cannot be burned.
14.29.4
Bridge Types
14.29.4.1
133.3 Vehicular bridges can be
of two types of construction and size:
14.29.4.1.1
133.31 WOODEN BRIDGES-HE
attacks against a wooden bridge receive a +2
Terrain Effects Modifier. Vehicles weighing up to 10
tons may cross a wooden bridge safely. Vehicles
over 10 tons must pass a bridge collapse dice roll to
cross safely. A 'bridge collapse' dice roll of '12'
results in the destruction of both the entire bridge
and the vehicle.
14.29.4.1.2
133.311 A vehicle takes only one
bridge collapse dice roll regardless of the bridge
length but no other vehicle may occupy a bridge
during a bridge collapse dice roll. The bridge-road
movement rate ( MP) is doubled during any player
turn in which a vehicle in excess of 10 tons enters
that wooden bridge.
N-26
14.29.4.1.3
133.312 Any time a vehicle in
excess of 10 tons safely crosses a wooden
bridge that bridge is considered safe for any
vehicle of equal or less weight, and no bridge
collapse dice roll need be made provided no
other vehicle occupies the bridge and all
vehicles using the bridge that player turn use
the 1 MP/hex movement rate. Once a bridge
collapse dice roll is made the bridge should be
marked for future reference with a spare
counter or side record as to the maximum
weight that can safely cross.
14.29.4.1.4
133.313 The bridge collapse
dice roll is modified by +1 for every five ton
increment, or fraction thereof, in excess of 15
tons that the vehicle weighs.
14.29.4.2
133.32 STONE BRIDGESAny vehicle may cross a stone bridge. HE
attacks against a stone bridge receive a + 3
Terrain Effects modifier.
14.29.4.2.1
133.33 ONE LANE-All vehicle
traffic across a one lane bridge must be in the
same direction during any player turn. If a
vehicle crosses a one lane bridge in one
direction, vehicles may not cross in the
opposite direction until a subsequent player
turn, Vehicles may not turn around on a one
lane bridge. They would have to use reverse
movement. Infantry may cross in either
direction simultaneously regardless of
vehicular traffic. "Vehicles" in the above use
includes sidecars, wagons, and pulkkas, but
not cycles or cavalry.
14.29.4.2.2
133.34 TWO LANE-There is
no directional restriction to traffic across a two
lane bridge. Any bridge not identified by a "one
lane traffic" arrow is assumed to have two
lanes.
14.29.4.2.3
133.4 A one lane bridge hex
can be blocked to vehicular traffic by a wreck.
A two lane bridge hex can be transformed to a
one lane bridge hex by the presence of a
wreck, or blocked entirely to vehicular traffic by
the presence of two wrecks in the same hex.
Infantry traffic is not obstructed by wrecks.
4/3/2004
14.29.4.2.4
133.41 Wrecks may be removed
as for Forest-Road hexes. Note, however, that
infantry may never push a burning vehicle.
14.29.5.4
157.612 A destroyed bridge
counter placed on the bridge hex returns
the bridge hex to gully or stream status.
14.29.4.2.5
133.42 In some scenarios, an
especially large bridge may be allowed to
accumulate additional wrecks before blocking a
lane or bridge hex as per scenario definition.
14.29.4.2.6
81.5 A non-burning wheeled
vehicle wreck may be removed from any terrain hex
(off the board) by any unbroken squad or crew
counter which spends its entire player turn in the
hex without engaging in any other activity. Tracked
vehicle wrecks and immobilized tracked vehicles
may be removed only by other tracked vehicles.
14.29.5
14.29.5.1
80.41 & 157.6 BRIDGE: A gully
or stream hex containing a bridge is considered
a road hex-not a gully or stream hex-as long as
the bridge is operable. Units beneath a bridge
counter are considered in the gully or stream
hex, and not at the elevation of the connecting
road hex sides. If a scenario does not define the
type of bridges over a stream the bridges are
considered to be two-lane stone bridges.
Regardless of the bridge size, non-vehicular
ordnance on a bridge hex does not impede or
block movement across that bridge. By default,
bridges over gullies are one-lane wooden
bridges.
14.29.5.2
157.61 The bridge can be
destroyed by any KIA result on the IFT caused
by a DC or HE direct / indirect fire. The bridge
acts as a TEM for all DC and HE fire against the
bridge itself. If the bridge is destroyed, any
units on or beneath it are eliminated. HE attacks
versus a bridge affect all units on the bridge
with the same IFT DR.
14.29.5.3
157.611 Leadership modifiers
apply to the DC DR if the leader has not moved
N-27
14.29.5.5
80.416 AFVs with a TO HIT
modifier of -1 or -2 may not use wooden
bridges. Wooden bridges are recognizable
by their Terrain Effects Modifier (+2) printed
on the Counter.
14.29.5.6
157.613 A wreck, or a
stopped or immobilized vehicle on a one
lane bridge counter negates the bridge for
vehicular movement until the obstruction is
removed. It takes two vehicles/wrecks on a
two lane bridge counter to negate vehicular
movements.
14.29.5.7
157.614 To be considered
beneath a bridge in a gully or stream hex, a
unit must be placed beneath a bridge
counter. Units on top of the bridge counter
are considered on the bridge and in a
separate, vertically adjacent hex. Units on a
ground level bridge may move beneath the
bridge in the same hex without leaving the
hex by paying normal stream entry costs
and vice versa (in direct contrast to units on
a level 1 bridge). Non-vehicular units in a
gully or stream bridge hex may change
levels during their APh. Units beneath the
bridge may be fired on only by units in
adjacent gully or stream hexes or on the
bridge itself.
14.29.6
Fire Effects
14.29.6.1
133.5 Units on a bridge
counter receive no beneficial terrain effects
DRM for being on the bridge unless the fire
crosses the outer framework of a bridge
counter. Infantry fire that crosses the blue
portion of a bridge counter receives a +1
DRM on the IFT due to the defensive effect
of rails and girders. Ordnance fire receives
a +1 DRM to the TO HIT roll only. Fire
across the blue portion at a moving target
receives both the defensive fire DRM for
movement in the open and the +1 for
4/3/2004
14.29.6.2
14.29.10
Demolition
14.29.10.1
133.7 Unlike other uses of demo
charges, bridge demolition attempts may not be
made in the Advancing Fire Phase immediately
following placement. Instead, the placing unit
must move to another hex within four hexes of,
but at least two hexes away from, the placed
demo charge. The he x in which the demolition
charge is placed must be a hex occupied
throughout the Movement Phase by the
unbroken squad, crew, or leader, placing the
charge, not an adjacent hex as was the case
previously. He may designate a hex on a piece
of scrap paper as the new placement hex. From
that placement hex, the placing side may
detonate in any friendly fire phase of a following
player turn any and all demo charges it placed
within a four hex radius. The unit placing the
charge must be on foot during the Movement
Phase in which it is placed. The actual demo
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14.29.11
Pontoon Bridges
14.29.11.1
133.8 Foot bridges are
considered hastily prepared pontoon
bridges and are represented by "
counters. They differ from vehicular bridges
in the following respects.
14.29.11.2
133.81 Pontoon bridges are
considered to be at water level (-1) and can
be entered by units fording or leaving boats
in the same hex during any friendly
Advance Phase that they start beneath that
bridge counter. Only half inch weapon
counters may be portaged across a foot
bridge. Infantry units may enter a river hex
from a pontoon bridge by moving beneath
the pontoon bridge counter during either
the Movement (one MF) or Advance Phases
if the river is shallow. Infantry units may
move into boats beneath the pontoon
bridge from the same pontoon bridge hex
during a friendly Advance Phase only if the
boat was already under the pontoon bridge
at the start of the Advance Phase.
14.29.11.3
133.82 Foot bridges can
handle only infantry traffic (including
bicycles and motorcycles in a portage
mode but not sidecars or cavalry) and are
restricted to one lane traffic.
14.29.11.4
133.83 Units on pontoon
bridges receive no beneficial terrain effects
regardless of the angle of incoming fire and
are subject to the defensive fire DRM for
movement in the open.
14.29.11.5
133.84 Pontoon bridges
receive only a +1 terrain DRM to HE attacks
against the bridge itself. NOTE: HE fire
against units on a bridge and the bridge
itself would be resolved with the same dice
roll-only the DRMs would change in
accordance with the specific target.
14.29.11.6
133.85 Boats cannot move
through pontoon bridges while in a water
transport mode.
14.29.11.7
133.9 Vehicular pontoon
bridge counters with a one lane, unlimited
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14.30 Canals
14.30.1 172 Since canals are usually deeper in
proportion to their width than are rivers, even a
narrow canal can be as great an obstacle as an
un-fordable major river. Being man-made
features, canals can be realistically portrayed
by a hard edge, as opposed to the haphazard
meanderings of a stream.
14.30.2 172.1 Canals are depicted by leaving a
one hex gap between adjoining boards. Place
board 7 beneath the boards in use so that only
hex row 7 (A7, C7, E7, etc. is visible between the
two boards. The visible hexes of board 7
represent the water of the canal. The spacing
between the boards can be maintained by
placing any designated bridge or ford counters
in the specified hexes.
14.30.3 172.2 Material excavated in the
construction of a canal is usually piled along
the sides of the canal, forming a low levee or
embankment. This levee is represented by all
full and half-hexes along the canal board edge
having a reverse slope crest effect similar to
that of river banks such that ground level units
not actually adjacent to the canal cannot see
non-adjacent occupants of the canal. The levee
has no other effects on LOS and is considered
ground level terrain. Occupants of the canal are
considered at level -1 unless on a bridge
counter that is considered at ground level.
14.30.4 172.3 Units in non-board 7 canal boardedge half-hexes are considered on the bank,
Board 7 half-hexes are considered one
combined irregularly shaped hex for all
purposes with LOS traced to the middle of the
common hex side.
N-30
14.31 Runways
14.31.1 152 Although airfield runways were
hardly commonplace battlefields, they
proved to be among the most lethal terrain
the "poor bloody infantry" would be asked
to cross in the face of enemy fire. Going to
ground on the macadam / concrete runways
of established airfields provided no relief
from incoming fire whose shrapnel and
explosive force had so chance to be
muffled in the earth-and indeed increased
the ricochet danger from spent rounds and
short-falling fire. The following rules apply
only to hard surface runways or SSRdesignated wide city boulevards: the grass
and dirt fields of smaller strips having no
undue effect on infantry.
14.31.2 152.1 Any hex containing a grey
road surface crossed by two parallel white
lines is a runway hex. 14M6 is an example
of a runway hex.
14.31.3 152.2 The movement cost for
entering a runway hex is identical to that of
a paved road hex on open ground; the road
rate applies if the unit crosses a runway hex
side - the open ground rate applies
otherwise. Mud would not affect movement
on a runway.
14.31.4 152.3 Any infantry or non-armoured
vehicles in a runway hex receive a -1 TEM
to all IFT fire resolved against them even if
stationary or using Assault Movement. A
4/3/2004
N-31
4/3/2004
14.32.12
174.25 Units at treetop or
rooftop level forfeit the protective TEM's
normally associated with occupation of a woods
or building hex. Furthermore, moving units on
rooftops that are fired upon from the same or a
higher level are considered to be performing
hazardous movement for DF purposes.
14.32.13
174.26 Units on rooftops are not
concealed/hidden nor may they "grow"
concealment status if in the LOS of an enemy
unit on the same or a higher level.
14.32.14
174.27 Any unit that breaks at
treetop or roof level is eliminated.
14.32.15
174.28 If an opposing non-AFV
unit enters a hidden/concealed treetop sniper's
hex during the MPh without using bypass
movement, the normal hidden placement rule
applies and the unit must stop moving and end
its MPh in the last hex occupied before entering
the hidden/concealed unit's hex. Such units
entering the hex via bypass movement would be
governed by those rules.
14.32.16
174.281 An opposing AFV could
move into (or even stop in) a hidden/ concealed
treetop sniper's hex as if the sniper were not
there. Such movement is considered the
equivalent of bypassing the obstacle.
14.32.17
174.282 Opposing infantry may
enter a hex containing a revealed sniper at
treetop level only during the APh, just as if it
were at ground level.
14.32.18
174.283 A treetop sniper may
never fire (other than in CC) when an opposing
unit occupies the same hex. EXC: Should an
opposing crew or passengers unload in the
same hex with a hidden/concealed sniper 112.42
would apply. The Sniper DRM would be doubled
for Point Blank DF and then be lost with its
concealment for any resulting CC.
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4/3/2004