Will Fleming
Senior Member
There is an interesting SSR in this one.
SSR3. The Russians may set up l one squad equivalent HIP and any SMC/SW set up with them,
Fortifications containing only HIP units in Concealment Terrain are revealed per E1.16.
A) So if the fortification cannot have any contents, (like wire) this does not apply. Also, an empty trench or a trench with dummies would also not be protected by this rule. One squad equivalent is allowed to setup HIP, so possibly 1 and maybe 2 trench counters plus 2 pillboxes are all that can benefit from this?
Also, they invoke RB SS6, which is interesting due to mines. I believe that buildings and 'connected' trenches would trigger mines in the building location, but possibly not in the trench (should both have 6AP factors for example). A strict reading of the rules would say you have to go from connecting trench to another trench to avoid the mines.
RB6 Trenches (including A-T Ditches) are considered to "connect" (as per B30.8) to (but not through) all ADJACENT building/rubble Locations [EXC: not to a Location that is rubbled during play of that scenario] (see also O6.21; and O6.6, last sentence). Infantry entering such a building/rubble Location need not pay an extra MF to leave the trench in that Location, but must still pay applicable building/rubble COT. Infantry leaving such a building/rubble Location need not pay an extra MF to enter a "connecting" trench; Infantry may not enter such a trench while using Bypass Movement; nor may they use Bypass MOvement while in such a trench; nor may they exit such a trench to directly use Bypass Movement. A unit entering/leaving a building/rubble Location via a "connecting" trench is not subject to Snap Shots as it does so. A vehicle must pay the appropriate MP-costs/penalty to cross such a trench while using VBM; hence those vehicle types not allowed to cross a trench may not do so while using VBM. Infantry may enter a Fortified Building Location as if that Location were not Fortified provided they enter it from a trench/AT-Ditch that is "connected" to that building Location.
B27.54 Trench counters are automatically connected to any adjacent trench counter not seperated by a cliff or Water Obstacle. Infantry already beneath a trench counter may therefore move to a connecting trench without paying the extra MF to enter/exit the trench which would normally apply. Infantry moving from one connecting trench to another are never subject to the FFNAM/FFMO DRM, Snap Shots, Interdiction, or minefield attacks. The cost to enter a connecting trench hex is always one MF (unless doubled for a move to higher elevation) regardless of the other terrain in the hex [EXC: SMOKE]. Even Wire, walls, or hedges have no effect on movement between connecting trenches (see also 30.8). Units may use Non-Assault Movement between connecting trenches without loss of concealment.
B) Say a building has 6AP factors and an MMC advances from a trench into the 'connected' building, does the minefield attack? (in the image, going from IN the trench in AA9 to the building in Z8)
C) Say the reverse and the mines are in the trench hex. Can an infantry advance INTO the 'connected' trench with mines, but not get a minefield attack? (in the image, going from BB7 directly IN the trench in CC8)
SSR3. The Russians may set up l one squad equivalent HIP and any SMC/SW set up with them,
Fortifications containing only HIP units in Concealment Terrain are revealed per E1.16.
A) So if the fortification cannot have any contents, (like wire) this does not apply. Also, an empty trench or a trench with dummies would also not be protected by this rule. One squad equivalent is allowed to setup HIP, so possibly 1 and maybe 2 trench counters plus 2 pillboxes are all that can benefit from this?
Also, they invoke RB SS6, which is interesting due to mines. I believe that buildings and 'connected' trenches would trigger mines in the building location, but possibly not in the trench (should both have 6AP factors for example). A strict reading of the rules would say you have to go from connecting trench to another trench to avoid the mines.
RB6 Trenches (including A-T Ditches) are considered to "connect" (as per B30.8) to (but not through) all ADJACENT building/rubble Locations [EXC: not to a Location that is rubbled during play of that scenario] (see also O6.21; and O6.6, last sentence). Infantry entering such a building/rubble Location need not pay an extra MF to leave the trench in that Location, but must still pay applicable building/rubble COT. Infantry leaving such a building/rubble Location need not pay an extra MF to enter a "connecting" trench; Infantry may not enter such a trench while using Bypass Movement; nor may they use Bypass MOvement while in such a trench; nor may they exit such a trench to directly use Bypass Movement. A unit entering/leaving a building/rubble Location via a "connecting" trench is not subject to Snap Shots as it does so. A vehicle must pay the appropriate MP-costs/penalty to cross such a trench while using VBM; hence those vehicle types not allowed to cross a trench may not do so while using VBM. Infantry may enter a Fortified Building Location as if that Location were not Fortified provided they enter it from a trench/AT-Ditch that is "connected" to that building Location.
B27.54 Trench counters are automatically connected to any adjacent trench counter not seperated by a cliff or Water Obstacle. Infantry already beneath a trench counter may therefore move to a connecting trench without paying the extra MF to enter/exit the trench which would normally apply. Infantry moving from one connecting trench to another are never subject to the FFNAM/FFMO DRM, Snap Shots, Interdiction, or minefield attacks. The cost to enter a connecting trench hex is always one MF (unless doubled for a move to higher elevation) regardless of the other terrain in the hex [EXC: SMOKE]. Even Wire, walls, or hedges have no effect on movement between connecting trenches (see also 30.8). Units may use Non-Assault Movement between connecting trenches without loss of concealment.
B) Say a building has 6AP factors and an MMC advances from a trench into the 'connected' building, does the minefield attack? (in the image, going from IN the trench in AA9 to the building in Z8)
C) Say the reverse and the mines are in the trench hex. Can an infantry advance INTO the 'connected' trench with mines, but not get a minefield attack? (in the image, going from BB7 directly IN the trench in CC8)
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