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Open Ground
- A runway hex is treated as Open Ground for most purposes with an additional -1 TEM (to IFT attacks) and prohibition against most Fortifications.
- The only Fortifications allowed in a runway hex are Wire, roadblocks, and/or unhidden AT Mines.
- Shellholes are treated as Open Ground only during Defensive First Fire and the RtPh, and only if the unit moving into them paid Open Ground entry costs as opposed to shellhole entry costs.
Shellholes
- Place a shellhole counter in Open Ground, orchard, brush or grainfield immediately after any Original KIA result during a PFPh/DFPh resolution of a Concentrated HE FFE (or aerial bomb/rocket) attack of >= 150mm.
- The conditional TEM of a shellhole is +1 and is not cumulative with any other possible TEM.
- Inf can expend 2MF to negate FFMO.
Roads
- The one MP penalty for entering a hex already containing a vehicle/wreck is doubled to two MP per vehicle/wreck if entering that hex across a road hexside while using the road movement rate.
- Hidden mines [EXC: in rubble/debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain.
Sunken Road
- A Sunken Road is a -l level Depression hex.
- Provided a LOS into it exists, a Sunken Road is considered Open Ground for TEM and Interdiction purposes.
- Infantry/Cavalry entering a Sunken Road hex through a non-road hexside do so at a cost of two MF.
- Vehicles may not enter or leave a Sunken Road hex except across a road hexside.
- All MP penalties for entering a hex containing a wreck/vehicle, or for changing VCA across a non-road hexside, are doubled while in a Sunken Road hex.
- Entrenchment cannot be placed in a Sunken Road hex.
Elevated Road
- An Elevated Road is a one level obstacle (inclusive of the contour lines which border it) to LOS.
- Even so, vehicles cannot claim HD status on an Elevated Road hex.
- Due to the Crest effects of an Elevated Road hex, a unit on an Elevated Road cannot see a unit at a lower level if it must trace its LOS through the brown contour lines of another Elevated Road hex.
- MP penalties for entering a hex containing a wreck/vehicle on a road (two MP), or for changing a VCA across a non-road hexside, are doubled while in an Elevated Road hex.
- Entrenchments may not be placed in an Elevated Road hex.
- +1 Height Advantage may apply.
Bridges
- Bridges hinder LOS if the LOS is traced through the bridge depiction.
- Indirect Fire against targets on a non-pontoon bridge/targets on or beneath that bridge has a TEM of +1.
- Only HE attacks can destroy a bridge.
- The same Original DR used on the IFT to resolve attacks against units on the bridge is used against the bridge itself by adding a +3 TEM for a stone bridge, or a +2 TEM for a wooden bridge, or a +1 TEM for a pontoon bridge. A KIA destroys the bridge.
- Whenever a non-pontoon bridge is destroyed, the bridge is replaced by a rubble counter at the level below it (unless Deep or Flooded).
- Only pontoon bridges, which are always at water level, permit exit/entry of a bridge through a non-road hexside without Scaling, Swimming, Fording, or Boating. Infantry may enter/exit a pontoon bridge as if it were Open Ground. Units may not move beneath a pontoon bridge. Pontoon bridge ⅝” counters are considered One-Lane vehicular bridges with unlimited weight capacity
- Wooden bridges may collapse under loads > their current weight limit. (10 tons)
- All MP penalties for entering a hex containing a wreck/vehicle on a road, or for changing VCA across a non-road hexside, are doubled while on a bridge.
- Once a vehicle moves across a One-Lane bridge in a direction opposite that used by any vehicle on that bridge during that Player Turn, no further vehicular movement is allowed onto that bridge in either direction during that Player Turn.
- Stone Brides do not burn. A bridge defined by SSR as wooden can be burned as if it were a stone building.
- Entrenchments cannot be placed on a bridge.
Sewers and Tunnels
- Manhole locations or any paved road hex which intersects with any other road such that at least three hexside of that hex are crossed by road (EX: 1Y9) are Manhole Locations.
- All fire vs a unit in a sewer is PBF and subject to the -2 Hazardous Movement DRM regardless of fire phase.
- Neither a vehicle nor ordnance/IFE/OBA may fire into a sewer.
- A unit may never start play already in a sewer.
- Only Good Order Infantry (or a dummy stack) may enter a Sewer system from a Manhole Location and only at the start of their MPh and do so at the cost of all their MF.
- Sewer movement must start in or beneath a Manhole Location and end in a Sewer Location no farther than three hexes away.
- Sewer movement must be performed as one combined stack whenever more than one unit starting their MPh in the same Location wants to use Sewer Movement.
- A unit using Sewer Movement is always concealed by being placed beneath a “Sewer ?” counter, even if not concealed prior to entry of the Sewer.
- However, prior to actual movement, a dr (triangle) is made to determine who moves the stack; on a dr of 6-7, the units become lost and must move to an allowable Sewer Location designated by the DEFENDER and the “Sewer ?” counter is flipped to the “Lost ?” side.
- This dr is repeated at the start of the stack’s MPh during every friendly MPh that the units remain in the sewer system, but with a +1 drm if the units in question are currently lost.
- Whenever a lost stack’s Final dr is 5, the “Lost ?” counter is flipped back to the “Sewer ?” side and the ATTACKER moves the stack that turn.
- Units in a Sewer must move during their MPh; they cannot remain motionless.
- Units in a sewer may use the APh only to advance vertically out of the sewer system.
- Upon ending their MPh, units in a Sewer Location must make a dr on the Sewer Emergence Chart and perform the result for the entire stack.
- A unit in a sewer can attack units in the Manhole Location above it only during the AFPh after having been “discovered” by a Sewer Emergence DR 7.
- Since units in a sewer are always concealed (8.41) they are never locked in Melee, and during the next MPh the ATTACKER must move to a new Sewer Location..
- Any unit which becomes broken or berserk while in a sewer is eliminated.
- Should a DC attack in a Sewer Location result in rubble (treating the Sewer Location as if a stone building), all units/SW therein are eliminated. Mark that hex with a rubble counter beneath a sewer counter; no Sewer Movement is allowed into that hex, and the Manhole Location is unaffected.
- No Fortification are allowed in a sewer.
Walls & Hedges
- A wall/hedge hexside never blocks LOS to any portion of its own hex even in the case of Snap Shots or vs Bypassing units on the opposite side of that hex.
- A unit in an entrenchment cannot see (or be seen) across a same-level wall/hedge hexside/hexspine to (or from) any non-adjacent same-level or lower Location.
- PRC [EXC: Motorcyclists] never receive a TEM for a wall/hedge.
- The wall/hedge TEM is not cumulative with positive TEM of other terrain in that hex, although it is cumulative with LOS Hindrances and SMOKE.
- A target unit not claiming WA receives only in-hex TEM, but may instead use wall/hex TEM vs enemy units which do not have WA over the hexside.
- In order for a wall to justify firing HEAT at Infantry/Cavalry (C3.81), those units must be claiming-WA/receiving-Wall-TEM.
- A unit claiming WA must always be marked with a “Wall Advan” counter.
- A unit unable to claim in-hex TEM of at least +1 must claim WA as soon as possible.
- A concealed unit (or dummy stack) may claim WA, but a dummy stack cannot prevent a non-dummy enemy unit from claiming WA over shared wall/hedge hexsides; the side trying to claim WA must first prove that it has at least one non-dummy unit by momentarily revealing one if all are concealed.
- If a non-Aerial firer is at an elevation above the wall/hedge > the distance in hexes to the target hex, reduce the TEM of that wall/hedge hexside by one for each full level.
- If the TEM of a wall is reduced to +1 by elevations effects, any HD target is subject to a -1 drm to the colored dr of the To Hit DR of any such Direct Fire shot against it for Location of Hit purposes only.
- The TEM of a wall/hedge hexside is lowered by one for Indirect Fire, but this TEM applies.
- WA rules still apply to non-adjacent units sharing the same hexside. (tracing LOS directly along a hexside).
Bocage
- LOS cannot be traced along a Bocage hexspine.
- A unit in a Bocage hex without WA is out of LOS to all but adjacent.
- Units must claim WA if there is no other in-hex TEM.
- Bocage units are always considered out of LOS and in Concealment terrain for Concealment gain purposes.
- Is a One Level LOS obstacle.
- A non-vehicular Direct-Fire Gun may not both change CA and fire through a bocage hexside in the same fire phase
- Elevation advantages (9.33) have no effect on the TEM of bocage but can reduce the number of Blind hexes caused by bocage to zero,
- Dozer tank, bulldozer, or AFV designated by SSR as being equipped with the Culin hedgerow device or similar equipment (after 7/25/44) may breach a hedgerow.
Hills
- Height Advantage is +1 if there are no other TEM in the location (and negates FFMO)
- A moving unit being fired on by Defensive First Fire is not eligible for the Height Advantage TEM if in entering the target hex it crosses a Crest Line through the same hexside that is intersected by the firer’s LOS.
Cliffs
- Unlike normal Crest Lines (10.23), the Blind Hexes caused by a cliff hexside to a non-adjacent viewer can never be reduced below one regardless of elevation advantage.
- No vehicle armament, IFE, or ordnance may fire through a cliff hexside to an adjacent lower level hex [EXC: LATW other than PIAT (C13.61) or MTR with minimum range of 1 hex]. Other SW and Small Arms Fire are not so restricted.
- Only an AA weapon, MG counter, SW, AR, PIAT, MTR with minimum range of 1 hex and/or inherent Small Arms Fire may fire through a cliff hexside to an adjacent higher level hex.
- An Infantry unit must make a DR (triangle) 9 in order to ascend or descend a cliff hexside during that MPh.
Brush
- Brush is a +1 LOS Hindrance per hex crossed.
- Negates FFMO.
- Costs Inf/Cav2 MF to enter.
Woods
- A woods hex in a Depression hex is still a level 1 LOS obstacle because the woods occurs on the higher fringes of the Depression hex as well as IN it.
- -1 for Airburst for Indirect Fire into a woods hex.
- A fully-tracked vehicle may also enter a woods hex (by other than Bypass, Trail Break, or Road) by expending half of its MP allotment in that hex, but it must check for Bog (D8.21) with a +3 DRM.
- Anytime a fully-tracked AFV enters a woods hex without benefit of Bypass of a road/TB hexside, a partial TB counter is placed.
- Infantry expend 1� MF and Cavalry expend 3 MF to enter woods via a TB.
Orchard
- An orchard hex is considered a one level obstacle to any LOS to/from a higher elevation during the months of April through October.
- An out of season Orchard is a +1 hindrance to fire drawn through it from one level higher than the base level of the Orchard hex.
- Fire traced from greater than this height only has a single +1 hindrance and only if the LOS crosses an orchard adjacent to the ground level target/firer.
- Negates FFMO.
- Orchard/Road: Hindrance rules do not apply to such hexes if that portion of the LOS from firer to target within those hexes never leaves the confines of the road depiction regardless of the relative elevation of the firer/target; in such cases, the -1 FFMO DRM applies to Infantry using the road to move.
- Olive Grove: All orchard rules apply to such hexes, except that an olive grove also has a +1 TEM, its MF/MP costs are double those of an orchard, and it is never out of season; vehicles may gain WA (9.32) in an olive grove hex.
Grain
- Grain does not exist and is treated as Open Ground outside its growing season which, if otherwise undefined, extends from June to September (inclusive).
- The effect of plowed fields in April and May retains the increased movement cost of grain, but is considered Open Ground for all other purposes.
- Negates FFMO.
- Grain is only a hindrance to same level LOS.
Marsh
- A marsh hex is a Hindrance to same-level LOS and causes a +1 DRM for every marsh hex.
- Has no TEM.
- Negates FFMO.
- HE attacks into marsh are halved.
- Only the inherent FP of Infantry, their LATW, any LMG, DC, FT or inherent SW may be used from a marsh hex and are resolved as Area Fire.
- Infantry/Cavalry may enter a marsh hex only at the cost of their entire MF allotment. A marsh cannot be entered during the APh nor using Low Crawl.
- No non-amphibious vehicle can enter marsh.
- Any ground level or level -1 hex adjacent to a marsh/mudflat hex is a Bog hex requiring a Bog Check of any vehicle entering it along a non-road hexside.
- No Fortifications are allowed in a marsh.
- The scenario-defined water depth of a stream/river can alter the effects of a marsh.
- Mudflats: A mudflat is marsh with a lower water level.
Crag
- +1 hindrance for same level LOS.
- +1 TEM.
- Fortifications other than Wire are not allowed in a crag hex.
Graveyard
- +1 hindrance to same level LOS for each hex.
- +1 TEM.
- only fully-tracked vehicles may enter a graveyard and they must expend half their MP allotment plus check for Bog (D8.21) with a +3 DRM.
- No ordnance may be moved into a graveyard while in the form of a ⅝” counter, except via a graveyard road hexside. Dismantled mortars may be portaged into/out of any graveyard hex and may also be assembled/fired from one.
Gullies
- A unit IN a gully cannot see any other Depression hex unless it is adjacent and connected by a Depression hexside, or the LOS can be drawn to another gully hex without leaving the combination brown, dark green background.
- A combination gully-woods hex (5Z8) is still a one level obstacle, and a combination gully-brush hex (12CC9) is still a 0 level LOS Hindrance; assuming the woods/brush is on both sides of the gully depiction, the same is true at level -1.
- a gully is considered Open Ground for TEM and Rout purposes, provided a LOS INTO it exists.
- Infantry move INTO a gully hex as a cost of two MF cumulative with other terrain.
Streams & Crest Status
- The depth of water in a stream is the only thing which distinguishes it from a gully hex.
- If a stream is dry, it does not exists; rather, it is considered a gully for all purposes, and all marsh hexes on the same board are considered mudflats.
- No fortifications are allowed in a stream except Wire/minefields, and even these are not allowed if the stream is deep or flooded.
- Only the inherent FP of Infantry, their LATW, inherent SW, DC, LMG, or FT may be used while IN a shallow or deep stream and is resolved as Area Fire. The only other weapons which may fire IN such a hex must be vehicular-mounted.
- Infantry in Crest status are considered entrenched one level higher than the Depression against all Direct fire attacks across any of the front three hexsides.
- The entrenchment benefits (27.3) of Crest status do not apply to Indirect Fire or OVR, or to Direct Fire from any position that has a LOS (A6.3) INTO the Depression hex or to fire at the Crest target which is not traced through one of the protective Crest hexsides.
- All fire traced INTO a Depression hex effects units IN the depression and in crest status.
- Crest Infantry moving to any other hex must first move (or advance) out of Crest status.
- Crest Infantry firing at any target not within their protected Crest front must fire as Area Fire.
- Other than their inherent FP, a Crest Infantry unit may fire only LMG, DC, LATW, FT/inherent SW. Any unpossessed SW previously in Crest status falls INTO the Depression hex.
- If broken, Crest Infantry must leave their Crest status during the following RtPh.
- Fortifications in a Depression hex are assumed to be IN the Depression rather than in Crest status.
- Despite the different elevation levels of units IN a Depression and those in Crest status, both count toward the total hex stacking limits of that hex.
Buildings
- Lumberyard: similar to a wooden Single Story House in all respects except for Rout, Rally, EC.
- Single story houses are a level 1 obstacle.
- Double story houses are a level 1.5 obstacle.
- Multi-story buildings area a level 2.5 obstacle.
- For an Indirect fire effects roll there is an additional +1 DRM for each non-rooftop level of the building above each level being hit.
- Only a fully-tracked, CT, BU AFV without Riders may enter a building obstacle.
- If the AFV rolls 0 on the colored dr of the Bog Check DR, the building hex has been rubbled.
- If the AFV rolls an Original 6 on the colored dr of the Bog Check DR, the AFV has fallen through the floor to the cellar and is removed.
- An AFV falling into a cellar does not in itself create rubble, nor does it have any effect on Manholes, sewers, or units therein.
- No weapon depicted on a ⅝” counter may occupy an upper level of a building [EXC: Mortars; Fortified Building].
- Scaling is allowed only by specially-trained and equipped troops designated as Commandos by SSR or DYO purchase.
- The only Fortification allowed in a building hex is a minefield or the fortification of the building itself.
Rowhouse
- Has an upper level(s) and are considered either 1� level or 2� level.
- Infantry in a Rowhouse may move/rout/advance/Withdraw-from-CC directly into another Rowhouse hex of the same building only at the ground or Rooftop. If at the ground level they must specify which side of the building they are “bypassing”. Such units moving/routing on the ground level expend three MF.
- Each hex of a Rowhouse building is always considered a separate building for Rout and Mopping Up purposes but not for Building Control.
- Infantry with a DC can expend 1MF to breach the black bar but cause an Area Fire attack into the next rowhouse.
Factory
- Has TEM of +1 to fire traced entirely inside.
- Is a hindrance of +1 to fire traced entirely inside.
- 1MF for units inside the building.
- Is a 1� level or 2� level obstacle but only has the ground floor and rooftop.
Rooftops
- Rooftops are treated the same as another building floor level at the next higher half-level elevation.
- Have inherent stairwell in all hexes.
- Movement is the same as for buildings.
- Only receives +1 for height advantage.
- It is considered to be in Open Ground for FFMO, Rout, and Interdiction purposes from an equal or higher LOS.
- A rooftop may not be fortified.
- A Rooftop Location is Concealment Terrain only for setup purposes.
- A unit can remain hidden or concealed on a rooftop only if there are no Good Order enemy ground units within 16 hexes of it that are at the same or higher level with a LOS to it. Same applies for gaining.
- A unit on a rooftop is considered in the building for Searching / Mopping Up purposes.
- There is no terrain bonus (A10.61) for a Rally attempt on a Rooftop.
- A Rooftop Location is not considered a building Location for rout and Victory Condition purposes.
- No 5/8″ counter weapon may occupy a rooftop, except for a mortar of 82mm which must be dm to be portaged to/from the rooftop.
Factory Rooftop
- A Factory Rooftop can be reached from ground level only via a non-rubbled, non-roofless (O5.4) Factory Rooftop Access Point; i.e., a printed stairwell or a Location of the fActory that contains a road hexside.
- A Factory that contains neither of these Rooftop Access Points must have at least one such Point designated by SSR if its Rooftop is to be usable.
- The ground and Rooftop levels of a Factory Rooftop Access Point hex are ADJACENT and require 2MF for a 1� level factory and 3MF for a 2� level.
- However, they may also be attacked at the first-level (and/or second-level if a 2�-level Factory) “quasi-location” of that hex by a unit that has a LOS to that quasi-Location. It’s not considered in Open ground. No TEM and is considered to have expended 1MF in each.
Fortified Buildings
- A Fortified Building is not revealed until an enemy unit attempts to enter it, or it is successfully Searched or fired on with a result which would be different due to the increased TEM of a Fortified Building.
- Improvements must be made, in any one hex, from the ground up. Thus, a fortified Level 1 is possible only if the ground level directly below is also fortified.
- Except as modified below, Fortified Buildings are treated as the same as other buildings.
- The TEM of a Fortified Building Location (including vs DC Breach attempt) is one greater than usual, e.g., +4 for a stone building and +3 for a wooden building. Should a CH occur, the modifier becomes -4 or -3 respectively for the resolution of that CH.
- Infantry may not enter a Fortified Building Location during any phase if an unpinned, Good Order, enemy squad (or its equivalent) is inside [EXC: Breach; 23.9221]
- An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase. All remaining MF are expended here.
- Loss of concealment rules (A12.15) apply even though the Fortified Location cannot be entered.
- A Breach may be created in a Fortified Building hexside as per 23.711, or in a hexside crossed by the LOF of a HE attack Final IFT DR resulting in a KIA.
- A DC may be Placed on a Fortified Building Location without attempting to Breach it as the normal building entry COT.
- A Fortified Buidling differs from a building in that any ART/AT/INF Guns 76mm may set up in the fortified upper levels of a multi-level stone Fortified Building. Cannot be moved during play.
- No 5/8″ weapon counter may be moved into a Fortified Building during play.
- Woods/Building TEM applies to residual attacks vs bypassing units. (A8.2).