While true that you would get a good ambush if your opponent went into bamboo and you had a tunnel, the allies hardly ever go into bamboo unless there's a good reason, and there hardly ever is. Perhaps a better tactic is to put the pillbox in the bamboo and use the bamboo something like wire. Enemy units that want to advance in to take out the pillbox with CC are CX, and the unit IN the pillbox can advance out without becoming CX (for some hand-to-hand), or they can retreat (advance?) through their tunnel. If your goal is to use the tunnel for ambush, jungle is better, especially if you can find a jungle hex that might attract broken enemy units for rally.I guess I don't play enough PTO - I never realized how well Japanese Pillboxes work with Bamboo. Place the tunnel exit in a nearby Bamboo hex, and you have an excellent way out, plus if the opponent is ever foolish enough to move into one of the exit bamboos, you can go ambush him there (he'll at least be CX to your Concealed).
As the Japanese Pillboxes normally have Tunnels, you can also put the Tunnels to good use in combination with Bamboo: Put out the Pillbox in front and have the Tunnel end somewhere behind the Bamboo. You can thus escape (or attack again) relatively easily passing beneath the Bamboo.I guess I don't play enough PTO - I never realized how well Japanese Pillboxes work with Bamboo. Place the tunnel exit in a nearby Bamboo hex, and you have an excellent way out, plus if the opponent is ever foolish enough to move into one of the exit bamboos, you can go ambush him there (he'll at least be CX to your Concealed).
You are correct. What I meant was G1.632 indeed. I have corrected this in my post.Aren't Bunkers, after the rules jargon, Pillboxes ADJACENT to a Trench?
That said, you are right that, barring an SSR, the Japanese have tunnels attached to their Pillboxes (G1.632).
A unit may not advance into a hex and then INTO a pillbox in general. If the pillbox is a bunker (connected to a trench), then a unit in the adjacent hex in a trench *may* advance directly INTO the pillbox. I am not sure if the unit may advance under the entrenchment in the first hex then INTO the pillbox.Can a unit advance from a hex adjacent to a hex containing a (non-occupied) pillbox, and into the pillbox in the same APh? At first, I thought that this would not be allowed per A4.7: "A unit may not change both its Location within a hex and also the hex it is in during the same APh..." as a pillbox is a distinct location in a hex. However, my opponent thought otherwise.
Yes.Entrenchments are NOT distinct locations, and hence they can be entered/exited during the APh when moving into or out of a hex.
On further thought I believe a can advance into the trench then INTO the pillbox. A unit may advance out of an entrenchment in one hex then change locations (even entering an entrenchment in the other location), and that wouldn't seem much different.I am not sure if the unit may advance under the entrenchment in the first hex then INTO the pillbox.
Indeed.The trench can also be IN the pillboxes hex.
EDIT : I shouldn't have doubted...ADJACENT (Locations [and units in them] are considered ADJACENT if any Infantry unit in one Location could conceivably—ignoring any enemy presence—advance into the other during the APh and a LOS exists between the two Locations, excluding SMOKE Hindrance [B.20] and NVR [E1.101] as factors)
B30.6 SAME HEX: Same-level units inside and outside a pillbox in the same hex are ADJACENT
I think that makes perfect sense and is consistent with the entrenchment rules as well.On further thought I believe a can advance into the trench then INTO the pillbox. A unit may advance out of an entrenchment in one hex then change locations (even entering an entrenchment in the other location), and that wouldn't seem much different.
I don't see why not. The unit only changes one location. Admittedly the rulebook doesn't cover this specific case but units enter and leave entrenchments in cases it does mention. There isn't a rule that says something specific, like, "you can only enter (not exit) an entrenchment in the location entered, and you can only exit (not enter) an entrenchment in the hex that is being left." In the absence of a specific rule like that I would say movement within a location is allowed as long as the unit changes location at most once. It might be worth a q&a just to make sure.I do not think you can advance frim the pillbox into an adjacent accessible trench and then, in the same advance phase, advance out of that trench.
Treat the bunker like a trench ...A Pillbox counter in the same hex with a trench and/or in a hex Accessible to a Trench counter's hex is considered a bunker. A bunker is treated as a pillbox in all respects except that a unit may move/rout/advance/Withdraw-from-CC between a bunker and such a trench as if the bunker were also a trench [EXC: the entry/exit restrictions given in 30.42, 30.44, and 30.6 still apply].