We seem to be approaching consensus. Here's the SSR as I have it. Any suggestions to improve it? The example should not be necessary, but I want no doubts in the Gor-Gor Mini as I won't get there until the 3rd round so I'm not there to answer questions. However, if this sees widespread use then the example can be deleted. The part about trenches is technically unnecessary as the rule specifically references foxholes and not entrenchments. Therefore, the SSR could be made quite short if space on the card becomes tight.
"Foxholes & Crest –The 1 MF for exiting a Foxhole (or Crest as per B20.93) is considered spent in the next Location entered for DFF if the unit is Assault Moving. However, concealment is lost as per the existing rules. Note that exiting Trenches is unaffected. (Example: a concealed squad in a Foxhole in OG Assault Moves to an adjacent Woods hex. The squad can only be fired upon in the Woods hex, but it is considered to expend 3 MF there. Also, the squad would lose concealment if the enemy has a unit with LOS to the Foxhole hex.)"
Please let me know if the wording can be refined.
Thanks,
Steve
Overall it reads pretty well - I think the only wording change I'd consider is the "However" is somewhat extraneous and could be dropped if brevity was priority one.
Considering things from the opposite viewpoint. It seems that foxholes are actually modeled relatively well in ASL as they were meant to be fought from and not moved out of. The problem is relative to other terrain in ASL where skulking is possible making them far better defensive terrain for ASL than foxholes. And it's pretty much a given we're not going to legislate out skulking at this point. So...Can we add some form of skulking to foxholes? Something along the lines of:
"
Foxholes - During the MPh a unit in a foxhole may be designated as a 'skulker' which entitles it to the +4 Foxhole TEM versus all fire directed at it for the remainder of that player turn. Skulking units may not Advance Fire and skulking status ends at the end of the CCPh."
Being totally immune to all fire seems overkill to guys hiding in the bottom of a foxhole, but a +4 makes a unit pretty safe statistically to all but the highest FP or luckiest dice. I debated allowing AdvFire as if pinned...
I'm not saying I prefer it to Steve's suggested SSR, just taking a viewpoint from the other side to see if it has any legs and is worth discussing or not. It doesn't affect Crest at all (after all they can skulk easily enough by dropping crest status), but it seems most people use crest to advance out of and save the CX for advancing into a woods/building as it's only 3MF instead of 4 and thus it's not that often that a unit in crest is hung out to dry while moving out of crest.
Thoughts?