Will Fleming
Senior Member
An infantry unit moves from 21L4 to bypass K4 along the K4/K5 hexside using NAM, what is the DRM of the shot from M2 to K4 (K4/K5/L4 vertex)?
A) -2 (-1 ffnam, -1 ffmo) or
B) 0 (+1 hindrance from L4, -1 ffnam)?
A4.34 BYPASS LOS: Infantry using Bypass are subject to special terrain modifiers and LOS rules. A unit firing at a Bypassing unit does not have to trace its LOS to the target hex center, but has the option to make its one allowed LOS check per attack to either hex vertex along a hexside traversed by a unit moving in Bypass (thus a choice of two vertices for one hexside Bypass, three vertices for two hexsides Bypassed, etc.) instead. Should the LOS of a firing unit reach an Open Ground Bypass hexside vertex unobstructed (see also C.5), that unit can claim a LOS and a First Fire -2 DRM for non-Assault Movement in the open. A wall or hedge in the target hex is not an obstacle to LOS even though the target may be in Bypass on the other side of that same target hex (although its TEM would apply if crossed by the LOS). If the firer traces his LOS to the hex center, it must cross a bypassed hexside (thus usually qualifying for a -2 DRM for Non-Assault Movement in Open Ground) before reaching that hex center or the LOS is blocked. If a unit is using Bypass (including VBM) along a Crest Line, and the obstacle it is Bypassing is on the higher level of that Crest Line, then the unit is also at that higher level (since a Crest Line itself cannot be Bypassed; 4.3).
A6.12 ATYPICAL LOS: Occasionally, the rules will specify that an entire hexside, part of a hexside, or a vertex be used for tracing LOS to/from a firer/target instead of the hex center dot. This occurs during Road use (4.132), Bypass (4.34, D2.32), Climbing (B11.42), Underbelly Hits (D4.3), Snap Shot (8.15), and movement between Rowhouses (B23.71).
A6.7 LOS HINDRANCE: Some terrain types are not uniformly high or substantial enough to be considered a complete obstacle to same-level LOS, and are listed as LOS Hindrance hexes because each one hinders such fire traced through its hex to another hex but not sufficiently to prevent it entirely (see Terrain Chart/Desert Terrain Chart/PTO Terrain Chart). All same-level Direct Fire and spotting attempts traced through (not just into or out of) an effective LOS Hindrance hex are modified by a +1 DRM to either the IFT or To Hit DR, or the Artillery Initial Accuracy dr. The presence of such a Hindrance always negates Interdiction and FFMO. Being in a LOS Hindrance hex [EXC: SMOKE (24.2) and FFE Hindrance (C1.57)] does not hinder the LOS of a firing or target unit; it is only the presence of a LOS Hindrance hex between the same-level firing and target units (regardless of whether either/both are Personnel or vehicles) that forms a LOS Hindrance [EXC: SMOKE and FFE Hindrances are effective Hindrances to LOS even if they are in the viewer or target hexes rather than between them; these Hindrances (24.4 & C1.57), as well as bridge (B6.2), orchard (B14.2), and tower (B34.2) LOS Hindrances and Fog (E3.311) may affect units at different levels]. Unlike range, which is always the least number of hexes from firer to target regardless of LOS, LOS Hindrances are incurred whenever the LOS crosses a Hindrance—regardless of how small a portion of that hex it may be. Whenever a LOS crosses (or goes along the shared hexside of) two hexes that have the same range to the firer, however, only the LOS Hindrance of the hex with the highest applicable LOS Hindrance DRM is counted. Therefore, the number of hexes in which a LOS Hindrance applies will not exceed the range.
B18.1 A graveyard represents a West European style cemetery with densely concentrated stone gravemarkers and mausoleums. Any hex containing gray/white rectangular shapes—such as 12W4 or 21L5—is considered a graveyard hex. It is not the graveyard symbols, but rather the entire graveyard hex (inclusive of non-wall/hedge hexsides) which affects any LOS drawn into or through it.
B18.2 A graveyard is not a LOS obstacle, but it does Hinder same level LOS by adding a +1 Hindrance DRM for every graveyard hex [EXC: A6.7] between the firer and target.
A) -2 (-1 ffnam, -1 ffmo) or
B) 0 (+1 hindrance from L4, -1 ffnam)?
A4.34 BYPASS LOS: Infantry using Bypass are subject to special terrain modifiers and LOS rules. A unit firing at a Bypassing unit does not have to trace its LOS to the target hex center, but has the option to make its one allowed LOS check per attack to either hex vertex along a hexside traversed by a unit moving in Bypass (thus a choice of two vertices for one hexside Bypass, three vertices for two hexsides Bypassed, etc.) instead. Should the LOS of a firing unit reach an Open Ground Bypass hexside vertex unobstructed (see also C.5), that unit can claim a LOS and a First Fire -2 DRM for non-Assault Movement in the open. A wall or hedge in the target hex is not an obstacle to LOS even though the target may be in Bypass on the other side of that same target hex (although its TEM would apply if crossed by the LOS). If the firer traces his LOS to the hex center, it must cross a bypassed hexside (thus usually qualifying for a -2 DRM for Non-Assault Movement in Open Ground) before reaching that hex center or the LOS is blocked. If a unit is using Bypass (including VBM) along a Crest Line, and the obstacle it is Bypassing is on the higher level of that Crest Line, then the unit is also at that higher level (since a Crest Line itself cannot be Bypassed; 4.3).
A6.12 ATYPICAL LOS: Occasionally, the rules will specify that an entire hexside, part of a hexside, or a vertex be used for tracing LOS to/from a firer/target instead of the hex center dot. This occurs during Road use (4.132), Bypass (4.34, D2.32), Climbing (B11.42), Underbelly Hits (D4.3), Snap Shot (8.15), and movement between Rowhouses (B23.71).
A6.7 LOS HINDRANCE: Some terrain types are not uniformly high or substantial enough to be considered a complete obstacle to same-level LOS, and are listed as LOS Hindrance hexes because each one hinders such fire traced through its hex to another hex but not sufficiently to prevent it entirely (see Terrain Chart/Desert Terrain Chart/PTO Terrain Chart). All same-level Direct Fire and spotting attempts traced through (not just into or out of) an effective LOS Hindrance hex are modified by a +1 DRM to either the IFT or To Hit DR, or the Artillery Initial Accuracy dr. The presence of such a Hindrance always negates Interdiction and FFMO. Being in a LOS Hindrance hex [EXC: SMOKE (24.2) and FFE Hindrance (C1.57)] does not hinder the LOS of a firing or target unit; it is only the presence of a LOS Hindrance hex between the same-level firing and target units (regardless of whether either/both are Personnel or vehicles) that forms a LOS Hindrance [EXC: SMOKE and FFE Hindrances are effective Hindrances to LOS even if they are in the viewer or target hexes rather than between them; these Hindrances (24.4 & C1.57), as well as bridge (B6.2), orchard (B14.2), and tower (B34.2) LOS Hindrances and Fog (E3.311) may affect units at different levels]. Unlike range, which is always the least number of hexes from firer to target regardless of LOS, LOS Hindrances are incurred whenever the LOS crosses a Hindrance—regardless of how small a portion of that hex it may be. Whenever a LOS crosses (or goes along the shared hexside of) two hexes that have the same range to the firer, however, only the LOS Hindrance of the hex with the highest applicable LOS Hindrance DRM is counted. Therefore, the number of hexes in which a LOS Hindrance applies will not exceed the range.
B18.1 A graveyard represents a West European style cemetery with densely concentrated stone gravemarkers and mausoleums. Any hex containing gray/white rectangular shapes—such as 12W4 or 21L5—is considered a graveyard hex. It is not the graveyard symbols, but rather the entire graveyard hex (inclusive of non-wall/hedge hexsides) which affects any LOS drawn into or through it.
B18.2 A graveyard is not a LOS obstacle, but it does Hinder same level LOS by adding a +1 Hindrance DRM for every graveyard hex [EXC: A6.7] between the firer and target.