Island Beach-Hinterland hexsides slope

styrk

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In gavutu - tanambogo is all non water hexes defined as a island hexes
and same time define slope as slight.
there is basically not any thing really said about what a island hex is in the rules.
in the slope rules all defines as beach-hinterland hexsides

a slight slope on a Beach-Hinterland hexsides gives a will remove the effect of palm trees from to a level 0 "land" adjacent to a beach hex to a level -1 sea hex since rules say treat slight beach hex as a level 0 hex for LOS and movement

Well in GT is reading the rule literally we don't have any hinterland we only have island hexes

If so can any one defined slight slope of slope generally on a island
will the palm trees block the LOS ?

In general what get changes dos Island hex def make
 

jrv

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In the context of G-T, play all non-beach land hexes the same as if they were hinterland hexes (EXC: not for G14.261). LOS from level zero to level -1 through a palm tree (at either level) & through a Beach-Island hexside will be hindered and not blocked. There is no official Q&A on this that I am aware of. This is just what makes sense to me.

JR
 

klasmalmstrom

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In G-T there are no Hinterland hexes at all.
SSR GT1: "Any hex that contains a terrain feature other than water is an Island hex (G13.15 and G13.41)."

See also errata to SSR GT11: Line 3, change Hinterland to Island.

I.e., the hexside between a Beach and non-Beach hex is a normal Crest Line.
 

styrk

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I.e., the hexside between a Beach and non-Beach hex is a normal Crest Line.
Played it the GT CG 3 times i think ( 30 year anniversary for playing ASL this year ;-) )
Really like to figure out if I missed out on something
Can you please specify where that rule is Klas, that gives the normal Crest Line

The the rule closest to what you are saying is G13.41
a rule saying that a non beach has a crest vs sea ....independent of H or I

If all rule that covers Hinterland don't apply because island well then .... it's impossible to play it
The way I read this is that there was someone thinking about making a difference between H and I and never completed that task


Here is all rules regarding island in the rule book


A
2.75 SPECIFIC OVERLAYS:

B
21.121 CURRENT:

G.
13.15 ISLAND: There are no Island overlays per se, but some
scenarios will use land (e.g., woods, orchard, etc.) overlays as Islands.
Islands have a bearing on rules 13.2, 13.41, 13.431, 13.442, 13.444
and 14.261.

13.2 BEACH ELEVATION & SLOPE: Non-Beach land hexes that
are not part of an Island are referred to as Hinterland hexes when ≥
one Beach/OCEAN overlay is in use. Each hexside common to both a
Beach hex and a Hinterland hex is termed a Beach-Hinterland
hexside. Each hexside common to both an OCEAN hex and a Beach
hex is termed a Beach-OCEAN hexside. SSR will define the Slope of
the Beach as Slight, Moderate or Steep, which will affect LOS,
MF/MP costs and TEM along/across Beach-OCEAN/Beach-
Hinterland hexsides and also determine the number of shallow-
OCEAN hexes (13.4).

13.41 NON-BEACH SHORELINE: Each hexside common to both
an OCEAN hex and a non-Beach land hex forms a Crest Line as per
B21.2, and is referred to as either an OCEAN-Hinterland hexside or
an OCEAN-Island hexside depending on the defined status of that
land hex.

13.431 EXPOSED/SUBMERGED:....

13.44 HEAVY SURF
13.442 (UN)BEACHING: Whenever a LC that is not Aground
begins its MPh or APh in an Ocean Location that contains ≥ one
Beach-able hexside, and whenever a LC enters such a Location during
its MPh or APh, its owner must make an (un)Beaching DR (Δ) for it
(even if it can/will not perform any other action in that phase). A
separate DR is made for each LC even if using Platoon Movement. A
+1 DRM applies if the LC’s Inherent crew is Inexperienced (12.113),
as does a +1 if the LC is adjacent to ≥ one Hinterland/Steeply-Sloped-
Beach/non-Beach-Island hex, and a +1 for each other LC (and for
each amphibian/non-Passenger wreck) in the same Ocean Location
with the LC. A Final (un)Beaching DR of ≤ 8 has no adverse effect on
the LC; if that DR is a 9 or 10 the LC immediately becomes TI (unless
devoid of PRC) and if presently Beached it becomes un-Beached (or
if presently un-Beached it becomes Beached); if that DR is ≥ 11 the
LC immediately Broaches (13.4421).


"13.444 CURRENT & DRIFT: During their ATTACKER APh
(only), each amphibian/swimmer in a deep-Ocean hex, and each
boat/LC in any Ocean hex, Drifts (maintaining the direction of its
VCA) one hex toward the nearest (in hexes) land hex that is not part
of an Island [EXC: no Watercraft/swimmer Drifts thusly if it is
presently Aground andlor adjacent to a land/reef hex, or if during the
current Player Turn it has exited a land hex or (un)Beached]. If ≥ two
such eligible land hexes exist, one of them is chosen randomly. Each
unit Drifts individually; i.e., not as part of a platoon. For Drowning
(E6.21) purposes only, swimmers are considered to be in a Heavy
current. Current has no other effect in Ocean hexes [EXC: for
Drowning purposes only, a swimmer in a deep-lake hex, as well as
one in a deep-Ocean hex in which Heavy Surf is not in effect, is
considered to be in a Slow current].

14. SEABORNE ASSAULTS

14.261 SAN: The purchased SAN of the Assaulting side
in a DYO daytime scenario is increased by the following
applicable amount (to a maximum of 7). However, its
SAN is decreased by the same amount at the instant the
first friendly it enters any non-Island, non-reef land hex.33 While its
SAN is thusly increased, the Assaulting side’s Sniper counter is not an
eligible target for the enemy sniper.

14.262 AIR SUPPORT: Air Support purchased by the
Assaulting side has its BPV halved (FRU), and will arrive
at the start of Turn 1 in the form of three FB with bombs.
However, all FB are Recalled at the instant the first
friendly Watercraft enters (or Beaches adjacent to) any non-Island
land hex.

Styrk
 

klasmalmstrom

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Played it the GT CG 3 times i think ( 30 year anniversary for playing ASL this year ;-) )
Really like to figure out if I missed out on something
Can you please specify where that rule is Klas, that gives the normal Crest Line
It is per the normal ASL rules.

SSR GT1.:
"...Beach Slope is Slight (G13.21)...."

G13.21:
"A Slightly Sloped Beach hex is Level -1 terrain...."

B10.11:
"A Crest Line is formed in every hex where two different full-level elevations meet...."

So if you are at Level 0 and want to shoot at those Beach hexes, you need to be adjacent.

When this question came up because someone asked why SSR GT11 used the term "Hinterland", I actually asked the designer about this, and he confirmed that the above is indeed the intention. Hence the errata to SSR GT11.
 
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