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