WILLYG
Recruit
I read the rules to allow a sangar and up to 2S foxhole in one hex. My opponent is counting counters and not capacity and suggests a sangar OR up to 3S foxhole?
I agree.I read the rules to allow a sangar and up to 2S foxhole in one hex...
Good points and my answer to the OP may well be incorrect.I saw the following:
- “F8.1 A sangar is treated exactly [my emphasis] like a foxhole except as modified herein.” I didn’t see anything in F8 that suggests a relevant exception.
- “B27.12 . . . There is a limit of one foxhole counter per hex . . .”
- Therefore, as I'm reading that, exceptions aside, one treats a sangar as though it's a foxhole for all other purposes, and since, from that, you can't have more than one of these same counters in a hex, I see there's a limit of one sangar, foxhole, or trench, etc. counter per location . . . where the “or” is not the Boolean “or/and”; rather, it is one or the other, not both.
Wisdom of doing so aside, per the above I think you could co-locate the entrenchment counters, but I see no rule explicitly allowing that, so there's some COWTRA merit to your reading.eASLRB said:B27.1 FOXHOLE: ...The player is free to use as many foxhole 1S, 2S, or 3S counters in his initial setup as he wishes, provided the total squad capacity of those foxholes does not exceed the OB limit.
An analogous Foxhole<->Sanger co-Location prohibition is noticeably absent from F8.1 (or anywhere in F8).eASLRB said:B27.5 TRENCHES: All rules pertaining to foxholes apply to trenches except as modified herein.
B27.51 Trench counters may only be placed one per hex prior to play as per scenario OB. A trench (including an A-T Ditch) may not occupy the same Location as a foxhole.