asl3d
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Joined: 2/6/2017 Status: offline
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CAVES While it is true that other nationalities utilized cave positions on occasion, the Japanese used them far more extensively than anyone else. A scenario can always allow caves to be used by another nationality, should it be necessary for historical accuracy. The caves are a set of tunnels dug in the mountains to connect different fortifications. Caves hexes are the entry and exit hexes of the underground networks of tunnels, usually dug in the mountains, that connect the various fortifications of a cave complex. A cave counter is a fortification unto itself. Cave Complexes are Fortifications that are available only to the Japanese. No Cave counter may be set up in a building, rubble, marsh, swamp, Water Obstacle hex or in a stream. The cave hex can only be located in a hill hex. The cave hex must be adjacent, at least, to one other hill hex with a level higher than the cave hex. Only a cave may be entered from an adjacent hex located at same level the cave hex. Therefore, it's not allowed to enter a cave from an adjacent hex located at higher or lower level. Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in a Cave hex. The cave's level equals the Base Level of its Entrance Hex. A unit in a Cave Location is at the same level as the hex it occupies, so in the habitual LOS of all enemy units. That is, the units that are in a Cave Location are not underground, outside the enemy LOS. Caves counters may be set up only prior to the start of the scenario, with a maximum of one per hex Each Cave counter represents a separate location, with its own above-ground entrance, in its hex. Caves are rally bonus terrain. Only Infantry/SW/a-non-vehicular-Gun may be set up in a cave. An infantry unit needs to spend 2MF to enter a Cave hex. No vehicle can enter a Cave hex. A Cave hex provides a TEM +4. A Cave hex is a level 1 obstacle that blocks the LOS. A Cave hex is a Whole hex for the purposes of the LOS drawn through it. Vehicle Overrun against a Cave hex is not permitted. During a scenario, a Blaze or Smoke is not allowed to be declared at a Cave hex, although it is possible that a Blaze or Smoke exists in a Cave hex from the beginning of a scenario. Each Cave counter has an associated Cave Complex that abstractly represents a series of underground passageways extending from the cave's Location, thus enabling Japanese Infantry to move unseen from one point to another. Cave Complexes may not overlap. HIP for caves, Cave Complexes, and their contents is in addition to all other HIP allowed to the Japanese side. Each cave has a stacking capacity of three squad-equivalent (Overstocking can still occur). Only a Hero, or Leader and all the units stacked with him, may, if they begin their impulse in a hex with a Cave Location, move to any other hex with other Cave Location within a range of six hexes. A Cave Complex consists at least of two entrance/exit Locations which must be within six hexes of each other. Only Good Order Infantry may enter and move inside a Cave Complex net from a Cave Location. The squads and half-squads cannot move through the Cave Complex network without being stacked with a Hero or a Leader. Heroes or Leaders can only move through the Cave Complex network if they have a "Sewer Rat" Skill Card. Furthermore, only those units granted Sewer Movement capability, may enter the Cave. Such movement is considered a Movement inside a Cave Complex network, and is not subject to Opportunity Fire. Movement inside a Cave Complex network must start in a Cave Location and end in other Cave Location or Bunker Location or Fortress Location. Movement inside a Cave Complex network must be performed as one combined stack, accompanied by a Hero or Leader. If the destination hex is occupied by enemy troops, the units that made Movement inside a Cave Complex network conduct Melee combat as per standard Melee rules. The Caves are also connected to the Tunnels underground network, and the units can move freely from one Tunnel Location to another of Cave, and vice versa, always within the limits of six hexes of maximum range. Units in a Cave may not portage more than their IPC nor push a Gun. Movement inside a Cave Complex network cannot be used to move beneath any Water Obstacle hex.
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