Ohhh we have many,
TOBRUK/PANZERSTELLUNG: Two additional type of new Pillbox counters have been provided, to represent ‘Tobruk’ and ‘Panzerstellung’ emplacements. Both of these Pillbox types have a HS stacking limit.
TARGET SIZE: To simulate the difficulty in picking out units in Tobruk and Panzerstellung Pillboxes, a Target Size (C6.7) DRM of +2 is applied in addition to any Cupola or ⅝" MTR Target Size DRM.
COUNTER LIMITS: A Tobruk may only contain SW, as signified by the "SW" notation on the counter, with one exception: ⅝" MTR counters may also set up within. The solid ring around the "SW" notation indicates that the LOS of SW beneath the Tobruk is not restricted in any portion of their CA (i.e., their Field-of-Fire is 360°).
BLOCKHOUSE: A Blockhouse is a new Pillbox type representing both observation posts and shelter bunkers. All Pillbox (B30.) rules apply to Blockhouses except as modified below. Place the units IN a Blockhouse in the corresponding boxes on the German WN Contents Play Aid cards or use Cloaking display boxes.
INHERENT TUNNELS: Blockhouses automatically receive two inherent tunnels (B8.6). A Blockhouse may be entered through one of its inherent tunnels, as per B8.6 (note that such a tunnel entrance may exist in an Open Ground hex), or from an ADJACENT Trench at a cost of one MF. If a tunnel entrance is in open ground and does not connect to a Trench/Casemate/Weapons Pit/Pillbox and is in the LOS of an Good Order enemy unit at the time it is used, it is automatically revealed. This tunnel may be destroyed by any ground unit that ends its MPh in the hex, or during the PFPh at no cost to the unit that destroys the entrance (i.e., unit may fire inherent/SW normally). Note: Destroying a tunnel is a Concealment Loss activity (see Note C of the A12.121 divider).
STACKING: A Blockhouse is a separate in-hex location and has a stacking capacity of 3 squads/equivalents, 4 SMC and 15 PP.
CA/NCA TEM AND LOS: A Blockhouse has a CA/NCA TEM of +7. All attacks (EXC: CC) are treated as a Pillbox being attacked outside its CA. Units inside a Blockhouse may not attack in any manner and have no effect on routing units. A unit IN a Blockhouse does have an LOS outside when Possessing a radio/phone and may function as a normal Observer (C1.6) with a 360 degree LOS.
VF01 PILLBOX CUPOLA: The 75* cupola on this pillbox has a restricted CA consisting of the three contiguous hexsides that do NOT contain CA arrows. The cupola may not fire/be fired upon from outside its CA.
H677/H667 RESTRICTED PILLBOX CA: Pillboxes like the H677 have a restricted CA. Refer to the H677 Pillbox Diagram for hexes that lie within the hexspine portion of the CA. The restricted CA depicted applies to H677 and H667 Pillboxes, noting that two versions of these Pillbox counters are provided to cover both sides of the CA; either may be included in the OB of a scenario at the owning player’s choice.
KETTLE WEAPONS PITS: These represent open concrete gun emplacements that were used in fortified areas in lieu of casemates or pillboxes along the Atlantic Wall. Weapons Pit counters are included in the FIRST WAVE AT OMAHA counter-mix. A Weapons Pit is a separate Location within a hex. A Weapons Pit may be located in any terrain that can accommodate a pillbox, but may not be placed in a hex that contains any other fortifications (EXC: wire, mines).
ORIENTATION: A Weapons Pit counter is oriented with an entry hexside (thick black bar on the counter) aligned with a particular hexside. This hexside has no bearing on CA, and only affects entry.
A Weapons Pit has a stacking capacity of one Gun and its crew and one additional squad/equivalent and 10 PP
[EXC: another Gun and crew are NA].
TEM: A Weapons Pit has a TEM of +2 vs. direct fire and +3 vs. NOBA/OBA/Overrun. A vehicle IN a Weapons Pit is HD to all fire (including across the entry hexside), but D4.2 applies.
GUNS: A Gun in a Weapons Pit may change its covered arc in any direction even if it is restricted by RFNM or NM. Guns that are normally allowed to pivot, have a maximum pivot DRM of +2 for the first hexspine (EXC: if they are RFNM or NM the maximum DRM is +3).
And these are our friends the various LC
These are just various type of thetrahedons, less deadly because if you roll AB attack it happens only on a 1 or 1-2 in a subsequent die roll, it depends on the type.
The different lines will get used when the tide comes in, one level every 9 turns.
They also negate open ground.
This is an AT ditch
One thing to note is that all the beach is at the same level, the different shade of the sand is only used for the tide level. And also since the beach slope is slight the first level of the hinterland is at the same level of the beach.