Will Fleming
Senior Member
Some questions came up prepping for this one. Bold by me for emphasis, the actual questions (also by me) in blue.
[Question 1]
In the 2.1 EX:
2.1 There are five Gun Batteries (EX: V27/W27) and two Mortar Pits (EX: EE2/FF3) depicted on the C:tR map. These two types of locations are treated exactly the same. A Gun Battery/Mortar Pit is a level -1 Depression hex (A6.3) [EXC: Battery Geary (2.3)]; i.e., a unit IN it is one level lower than it would be if the Gun Battery/Mortar Pit were not present. A unit IN a Gun Battery/Mortar Pit cannot see any other Depression hex unless it is adjacent and connected by a Depression hexside. A unit IN a Gun Battery/Mortar Pit receives a +3 DRM to all Direct Fire attacks and +5 DRM for all Indirect Fire/OBA/NOBA/Aerial attacks. Units in a Gun/Mortar Pit may go into Crest status. All rules for Crest Status (B20.9) apply.
EX: A Japanese 4-4-7 is in gun battery hex R8 in Crest status along R8-Q7/Q8/R9. An American 6-6-6 with a HMG is in hex I7. Barring any other hindrances, when the American unit fires at the Japanese squad the shot incurs a +3 DRM (2.1). If the American squad possessed a 60mm mortar instead of the HMG and fired at the same Japanese unit, the shot would incur a +0 TH DRM due to Crest Status (B20.92). If the Japanese squad were IN gun battery hex R8, the American squad would have no LOS to that Japanese unit unless adjacent or with LOS INTO the Depression hex (A6.3).
1a) Isn't the LOS blocked by the light jungle in M7? All jungle is a level 2 obstacle.
1b) Assuming the jungle in M7 was not there, why does the "Crest" Japanese unit get +3 TEM? Shouldn't that be +2 (Crest TEM?) since it is not IN the Gun Battery.
[Question 2]
Footnote 18:
There are five coastal Gun Batteries depicted on the Corregidor map; these are Wheeler (V27), Cheney (C23), Smith (C11), Grubbs (G6) and Heam (aka Smith II — R7). There are two Mortar Pits on the map; these are the ruins of Geary (W29) and Way (EE2). These positions were approximately 100 feet in diameter and the floor was sunk into the ground 6-10 feet. This design made it easy to change the gun's CA to engage various targets, but left the guns and crews extremely vulnerable to counter-battery fire and aerial attacks. Having concrete walls and floors made shrapnel or bullets ricochet around until they encountered a "soft" target; usually one of the crewmen. That is the reason for the shift to the right on the IFT for attacks against units in these locations. Despite numerous shell impacts, the floors and walls have mostly small chips knocked out of them.
2) Where do the rules talk about this shift to the right on the IFT?
[Question 3]
3.3 CELLARS: Units in the cellar location may only be attacked from units located in the building above, or in the cellar location itself during the CCPh.
3a) So if a banzai charge or berserker entered a cellar location with an enemy unit, there would be no fire (defensive first/subs/final nor adv fire)?
3b) I assume a DC could be placed in either direction.
3c) Can units IN the cellar fire at units in the building above?
[Question 4]
There are only 3 places a unit can be in hex R7. At crest status, IN the 'psudo-building' at depression level, and further down IN the cellar. i.e. there is no non-crest, non-gun battery status?
[Question 5]
The US can enter from off map and only part of the map is used.
5a) What is the cost to enter U20? 1MF or 2MF?
5b) What is the cost to enter Y20? 1MF? 2MF? 4MF?
[Question 1]
In the 2.1 EX:
2.1 There are five Gun Batteries (EX: V27/W27) and two Mortar Pits (EX: EE2/FF3) depicted on the C:tR map. These two types of locations are treated exactly the same. A Gun Battery/Mortar Pit is a level -1 Depression hex (A6.3) [EXC: Battery Geary (2.3)]; i.e., a unit IN it is one level lower than it would be if the Gun Battery/Mortar Pit were not present. A unit IN a Gun Battery/Mortar Pit cannot see any other Depression hex unless it is adjacent and connected by a Depression hexside. A unit IN a Gun Battery/Mortar Pit receives a +3 DRM to all Direct Fire attacks and +5 DRM for all Indirect Fire/OBA/NOBA/Aerial attacks. Units in a Gun/Mortar Pit may go into Crest status. All rules for Crest Status (B20.9) apply.
EX: A Japanese 4-4-7 is in gun battery hex R8 in Crest status along R8-Q7/Q8/R9. An American 6-6-6 with a HMG is in hex I7. Barring any other hindrances, when the American unit fires at the Japanese squad the shot incurs a +3 DRM (2.1). If the American squad possessed a 60mm mortar instead of the HMG and fired at the same Japanese unit, the shot would incur a +0 TH DRM due to Crest Status (B20.92). If the Japanese squad were IN gun battery hex R8, the American squad would have no LOS to that Japanese unit unless adjacent or with LOS INTO the Depression hex (A6.3).
1a) Isn't the LOS blocked by the light jungle in M7? All jungle is a level 2 obstacle.
1b) Assuming the jungle in M7 was not there, why does the "Crest" Japanese unit get +3 TEM? Shouldn't that be +2 (Crest TEM?) since it is not IN the Gun Battery.
[Question 2]
Footnote 18:
There are five coastal Gun Batteries depicted on the Corregidor map; these are Wheeler (V27), Cheney (C23), Smith (C11), Grubbs (G6) and Heam (aka Smith II — R7). There are two Mortar Pits on the map; these are the ruins of Geary (W29) and Way (EE2). These positions were approximately 100 feet in diameter and the floor was sunk into the ground 6-10 feet. This design made it easy to change the gun's CA to engage various targets, but left the guns and crews extremely vulnerable to counter-battery fire and aerial attacks. Having concrete walls and floors made shrapnel or bullets ricochet around until they encountered a "soft" target; usually one of the crewmen. That is the reason for the shift to the right on the IFT for attacks against units in these locations. Despite numerous shell impacts, the floors and walls have mostly small chips knocked out of them.
2) Where do the rules talk about this shift to the right on the IFT?
[Question 3]
3.3 CELLARS: Units in the cellar location may only be attacked from units located in the building above, or in the cellar location itself during the CCPh.
3a) So if a banzai charge or berserker entered a cellar location with an enemy unit, there would be no fire (defensive first/subs/final nor adv fire)?
3b) I assume a DC could be placed in either direction.
3c) Can units IN the cellar fire at units in the building above?
[Question 4]
There are only 3 places a unit can be in hex R7. At crest status, IN the 'psudo-building' at depression level, and further down IN the cellar. i.e. there is no non-crest, non-gun battery status?
[Question 5]
The US can enter from off map and only part of the map is used.
5a) What is the cost to enter U20? 1MF or 2MF?
5b) What is the cost to enter Y20? 1MF? 2MF? 4MF?
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