Panjis are what happen when you whine too much about wire. Be careful what you wish for.
This is possibly a quick-and-dirty summary. No guarantees on correctness, however.
Infantry:
Enter across a covered hexside = normal cost but take panji NMC (no HOB) unless stack is moving carefully (assault move, armored assault, low crawl, normal advance=not vs. difficult terrain, in trench or tunnel, or if forced back by A12.15). If the moving stack contains > one unit, select one randomly (i.e. no ties) to take the NMC & others take PTC. Human Wave or Berserk stack *all* take NMC. Doubles < 12 on NMC = CR even if NMC passed.
Bypass is n/a along a covered hexside in either hex. Unit "bounces back" but does not end MPh. [G9.46]
Infantry that successfully enter a Panji hex across a covered hexside are placed above the panji. Units above a panji may move beneath it for one MF with no panji NMC. Units above a panji may not move/advance/rout out of the hex without moving beneath first. Units above a panji may only use limited weapons and get various CC penalties [G9.21, G9.211]. Being above panjis cause continuous concealment loss. Units above a panji counter may not search.
Panjis cause search casualties if the search crosses a covered hexside.
Units that enter across a non-covered hexside are placed beneath the panji.
Panjis may be eliminated by various means, mostly involving high explosives or picks and shovels [G9.7].
It is considered rude to pick your teeth at the gaming table with a panji counter and/or an actual panji.
Dummies:
Eliminated per A12.11 [G9.4]
Things besides infantry & dummies:
Left as an exercise for the interested player.
JR