Entrenchments/Fortified
Positions
Troops - Infantry may be placed in improved positions at the
beginning of the game at the judge's option or may "dig-in" during the game. To
dig-in while the game is in progress, the infantry squad must plot the appropriate order,
and cannot fire or move during the operation. After successful entrenchment, the squad is
considered to be in Full Cover (FC). To move out of an entrenchment requires 2 inches of
movement. There is no movement penalty for entering improved positions.
Guns - Any gun may be "dug-in" prior to the start
of a game at the judge's discretion. If dug-in, the to-hit size modifier becomes the
number to the right of the slash mark on the data sheet. If the unit is also camouflaged,
an additional -5% to-hit is added to the modifier (i.e. a -25% to-hit modifier becomes a
-30%). To dig-in a gun during a game requires 8 game turns no matter the size of the gun
(larger guns had larger crews and therefore more shovels). If a squad of infantry helps
dig the gun in, 2 turns may be subtracted. This benefit is additive, but the minimum
number of turns to dig-in a gun during a game shall be 4 turns. The gun may not be fired
during this period and the gun crew's close assault defense factor is reduced by one (as
would be any helping squad's). If a gun position is determined by a judge at the start of
a game to be "fortified", an additional -10% to-hit modifier is applied to the
position.
Vehicles - Vehicles may only be dug-in or positioned in a
building or rubble prior to the start of the game at the judge's discretion. Vehicles may
be in a "fortified" position as defined in "Guns", above.
Mortars - Mortars up through 81mm may be dug-in during a game
in 5 turns (two if a squad helps). Mortars larger than 81mm require 7 turns (4 if a squad
helps). Mortars may be dug-in prior to a game at the judge's option.
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