12.1 Concealment18 refers to a condition in which units are not seen by other units in play even though the omniscient player can see the physical presence of counters in a hex. To simulate an opposing unit's inability to see these units, a concealment counter ("?") is placed above such units so as to hide their true nature and provide them with several pertinent advantages. No unit can be concealed more than once at any one time, although one or more Dummy counters (12.11) can be placed atop a unit(s). Generally speaking "?" loss can occur due to an action performed while in the LOS of a Good Order enemy ground unit, whereas "?" gain can be denied while in the LOS of an unbroken enemy ground unit (which includes Dummies). Note the distinction: Good Order for "?" loss; unbroken (and Dummies) for denial of "?" gain. A vehicle that has neither an inherent crew, nor Passenger(s), nor Rider(s), is considered "broken" for "?" gain/
12.11 KNOWN/
12.12 PLACEMENT: The player setting up first in a scenario does so out of vision of his opponent, and after setting up his regular units may place only scenario OB-designated "?" at first - but only in Concealment Terrain (woods, rubble, building, brush, grain, marsh, or orchard). After his opponent sets up in the same manner, each unconcealed unit (of both sides) which is either out of the LOS of all unbroken enemy ground units within 16 hexes of it, or at ≤ 17 hexes from all of them, may have a "?" not designated by the OB placed on it [EXC: only one non-OB-designated "?" can be placed per stack of units]. Therefore, if one side begins with no forces on board, the other aide will be able to place "?" on all of its units after placing those units (before the opponent may look at the board). Thereafter, a "?" may be placed on top of any non-concealed Good Order unit before it enters the mapboard for the first time. During play (and in addition to all other restrictions; see 12.121) an Infantry unit can gain "?" only if it is non-concealed and in Good Order, and only at the end of its own Player Turn. A unit can never gain "?" while broken or berserk, because such a unit is not in Good Order. Q&A
12.121 CONCEALMENT LOSS/
EX: At the end of its Player Turn a non-concealed Infantry squad is out of the LOS of all unbroken enemy ground units and is in woods. Checking the Concealment Table, the applicable Case is found to be J. Therefore, the squad can gain "?" if it is in Good Order. If an unbroken enemy ground unit (including a Dummy stack; see "Unit" in Index) within 16 hexes of the squad had a LOS to it, it could not become concealed (Case "[NA]").
12.122 CONCEALMENT dr: There are two instances when a dr must be made to determine if "?" can be gained. These are:
Such a unit can receive a "?" only by rolling ≤ 5 on a Concealment Final dr. All such units in a stack check for concealment individually using a separate dr for each unit. The Concealment dr is subject to the following cumulative drm: Q&A
+X | X is US# |
+Z | Z is Leadership of best leader in same Location unless alone (10.7) |
+1 | Lax |
-Y | Y is TEM & Hindrance DRM of hex occupied (all hexside TEM are NA) |
-1 | Stealthy |
EX: At the end of their Player Turn, a Russian squad, HS, Hero, and 8-1 leader occupy an Open Ground Location out of the LOS of all unbroken German ground units but are still within 16 hexes of one. Case K of the Concealment Table thus applies. On an Original dr of 4 the squad fails to gain "?" (4 [dr] +3 [US#] -1 [Leadership] = not < 6). On an Original dr of 5 the HS fails to gain "?" (5 [dr] +2 [US#] -1 [Leadership] = not < 6), as would the leader (5 [dr] +1 [US#] = not < 6) since a leader can never modify his own DR. The Hero gains "?" automatically even on a dr of 6 (6 [dr] +1 [US#] -1 [Leadership] -1 [Stealthy] = 5 which is ≤ 5). If this same example were to occur in an Open Ground hex with a Dispersed Smoke counter, the highest Original dr gaining "?" in each case would be increased by two.
12.13 EFFECT: All fire and CC vs a concealed unit are halved as Area Fire [EXC: Residual FP, OBA, ordnance, Sniper, and minefield attacks]. Ordnance attacks apply the Case To Hit DRM instead of halving the FP of any resulting hit. The effects of Area Fire for concealment are cumulative with other causes of Area Fire. If a target Location contains both concealed and unconcealed units, any attack capable of affecting both types must be resolved once for each type, using a different FP column (or To Hit Numbers for ordnance) but the same DR. See also 12.16 and 12.2; for the effects of concealment in CC see 11.19 and 11.4-41.
EX: A concealed German 4-6-7 squad fires at a woods hex five hexes away containing a concealed 4-4-7 and an unconcealed 6-2-8; the 4-6-7's "?" is immediately lost (Case B of the Concealment Table). The German player rolls an Original 4 IFT DR which becomes a Final DR of 5 due to the TEM. The effect is a 1MC vs the 6-2-8 on the 4 FP column and a NMC vs the concealed 4-4-7 on the 2 FP column. Regardless of the outcome of the MC DR, the 4-4-7 loses its "?" (Case A of the Concealment Table). In the case of a hidden unit, the owner (or referee) must make these calculations mentally and reveal the unit if affected.
EX: A German 75mm gun fires at a woods hex containing a concealed 4-4-7 and an unconcealed 6-2-8 at seven hex range. The Final To Hit Number for the unconcealed unit is a 6 (7 [Basic To Hit Number] -1 [woods TEM] = 6), and for the concealed unit is a 4 (same calculation -2 [concealed target] = 4). If the German player rolls a 5 on his Final To Hit DR, he hits the unconcealed 6-2-8 and resolves that hit with a DR on the 12 column of the IFT, the concealed unit is not hit and does not undergo attack on the IFT. Had it been hit, it would have undergone an attack on the 12 column of the IFT, losing its "?" if the attack causes a "PTC" or better result.
12.14 REMOVAL: The specific situations that cause loss of "?" are listed in the Concealment Table, and are determined using the principles given in 12.121; note however that any LOS necessary to cause "?" loss must be from a Good Order (not just unbroken) enemy ground unit. When a unit loses concealment (see 12.31 for HIP loss) its "?" is removed immediately. When a concealed unit fails a MC or breaks or becomes Wounded/
A concealed unit's "?" is also lost immediately if it does any of the following in LOS of a Good Order enemy ground unit within 16 hexes (such potential LOS checks are free and require no attack or penalty for a blocked LOS):
This list is not all-encompassing; see the Concealment Table for other causes and conditions of "?" loss. A concealed Infantry unit may otherwise retain its concealment during Assault Movement or an advance even if it enters a non-Open Ground hex ADJACENT to a Good Order enemy, or even if it advances into CC (or an enemy unit advances into its Location). The owning player can voluntarily remove any concealment at any time during his or his opponent's Player Turn. If the only Good Order enemy ground unit in LOS is itself concealed when a concealed friendly unit makes a concealment-loss action (other than breaking or being Reduced/
EX: A concealed German 4-6-7, while at 12 hexes from (and in the LOS of) a Good Order Russian 4-4-7, uses Non-Assault Movement into a graveyard hex that contains a truck with a HS Passenger. The 4-6-7 loses its "?" (Case A of the Concealment Table), while the truck and its Passenger could not have even been concealed (Case H). A Russian HMG with leader direction later Final Fires at the graveyard hex at a range of 18 hexes; this attack has 1½ FP vs the Infantry 4-6-7 (6 [MG FP] x ½ [Long Range] x ½ [treated as Concealed target (Mandatory Fire Direction, 9.4)] = 1½), and vs the truck and HS Passenger it has 3 FP (since the concealment penalty of Mandatory Fire Direction only applies vs Infantry). If the 4-4-7 were not in Good Order (or were not present at all), the 4-6-7 would not lose its "?" when it moved (since the nearest Good Order enemy with a LOS to it would now be the Russians manning the HMG 18 hexes away, thus making Case E of the Concealment Table applicable for determining "?"-loss instead of Case A), while the truck and HS Passenger would still be unconcealed (Case H would still apply at ≥ 17 hexes) - so the MG's attack would still affect those units with 1½ FP and 3 FP respectively.
EX: Russian concealed squads are in 1N2 and P3. The Russian squad in N2 (even though presently in LOS of the German squad in M4) may move into O3 and P3 without losing its concealment because the hexes in which it expends those MF are not in LOS of a Good Order enemy ground unit within 16 hexes. If the building in N2 was instead a foxhole or pillbox containing the Russian squad, it would lose its "?" due to expending MF in Open Ground in N2 in LOS of a Good Order enemy ground unit, even if it uses Assault Movement to enter O3 (4.61); Case B of the Concealment Table. The Russian concealed squad in P3 can fire at the broken German squad in N4 without losing its "?" (except momentarily for verification) because there are no Good Order enemy ground units in LOS within 16 hexes. The concealed squad in N2 would have lost its concealment had it fired on the German in M4 (Case B) - even if that fire had broken or eliminated the German squad - because the German was in Good Order at the instant of attack. However, it may regain a "?" at the end of its Player Turn if it is in Good Order and there Is no unbroken enemy ground unit in LOS and within 16 hexes (Case J).
12.141 ACTIONS: Any other activity which a concealed unit engages in [EXC: operation of radio/
12.15 DETECTION: Concealment can also be lost due to attempted enemy movement (not advance) into a concealed unit's Location. Whenever a non-berserk enemy infantry/
12.151 BYPASS: A Unit concealed in woods/
12.152 SEARCHING: As each Good Order Infantry/
-1 | Per Stealthy Searching unit |
-1 | Per HS equivalent > one HS Searching |
+x | Leadership factor of best participating leader |
+1 | Per Lax or CX Searching unit (per each condition) |
All Searched hexes (including all above-ground Locations in those hexes) automatically reveal their contents, including the presence of minefields (but not their type and strength) and Fortified Buildings. All enemy concealed units revealed lose their "?" (or if hidden are placed on board with a "?"). Q&A
12.153 MOPPING UP: During its PFPh, an armed Good Order Infantry MMC in a multi-hex/
EX: Two German squads occupy the ground level of F5 and F6 of building 1G6 which contains a broken Russian unit on level 1 of F6. The German squad in F5 declares Mopping Up in its PFPh and becomes TI. If no hidden enemy unit is found in the building, the broken Russian squad will have to surrender. However, a hidden Russian squad and a 9-1 leader are placed beneath a "?" in G6 so the broken unit does not surrender, and the Russian may make a dr to cause Search casualties with a -2 drm (-1 drm [leader] + -1 drm [extra HS] = -2). If he rolls an Original dr ≤ 3, the TI German squad will be Reduced to a HS.
12.154 SEARCH CASUALTIES: If a Location that is Searched/
-1 | Per Stealthy concealed DEFENDING unit |
-1 | Per HS equivalent > one concealed DEFENDING HS |
+x | Leadership Factor of best concealed DEFENDING leader if not alone (10.7) |
+1 | Per Lax concealed DEFENDING unit |
12.16 RIGHT OF INSPECTION: If a stack is not concealed after play begins (2.9), the opposing player may inspect its contents - unless the stack is out of the LOS of all of his Good Order ground units, in which case he may only demand verification of action(s) taken. The required response to this demand is limited to showing only the information needed for verification. Since this would reveal Dummy stacks as soon as they move, players should simply not ask for verification of MF/
12.2 CONCEALED ⅝" COUNTERS: The rules of concealment apply equally to vehicles (and their PRC), Cavalry, horses, bicycles, and non-Emplaced Guns except that such concealment is lost immediately (regardless of range) whenever the unit is in the LOS of a Good Order enemy ground unit and not in Concealment Terrain (Case H of the Concealment Table), and is lost immediately if the unit moves (or is in Motion) in any way within 16 hexes and in the LOS of a Good Order enemy ground unit - even to change its CA within the same hex, regardless of the terrain it occupies (Cases B and D). A vehicle that sets up in a woods-road (or orchard-/
12.3 HIDDEN INITIAL PLACEMENT (HIP): A SSR may allow HIP for one or more units. HIP is a form of concealment wherein a player may secretly record the location of his units in Concealment Terrain (including their CA for ⅝" ordnance weapons) by written side record rather than placing them on board beneath "?". Hidden Status is considered the equal of concealment except as otherwise specified. Solitaire players should substitute two "?" in a side's OB for each squad-capacity of HIP that a SSR grants that side. Q&A
12.31 Once revealed, a hidden unit may never regain hidden status, although it can gain concealed status. A revealed hidden unit is totally discovered; it is not placed on board beneath a "?" unless specifically stated by a rule covering that particular situation (e.g., 11.19, 12.15, .152, .153, .32, .34).
12.32 Hidden units may not move (even within their hex or to change a CA) or advance and remain hidden. If a hidden unit is to move/
12.33 FORTIFICATIONS: Fortifications in Concealment Terrain may always set up hidden and remain hidden until use of its protective TEM is claimed, or a unit therein loses its concealment, or a Good Order enemy ground unit gains a LOS to its Location and is within 16 hexes. [EXC to all: Minefields; B28.1.] Fortifications set up in non-Concealment Terrain are treated as if set up in Concealment Terrain [EXC: they also lose their HIP status due to enemy LOS regardless of range]. The presence (but not the actual strength) of minefields can he discovered by a successful Search (12.152). A unit entering/
12.34 HIDDEN GUNS: An Emplaced (C11.2) non-vehicular Gun may always use HIP if it sets up (i.e., starts the scenario) in Concealment Terrain, even if in the LOS of an enemy unit. An Emplaced Gun may also always use HIP if not in Concealment Terrain, provided it sets up out of the LOS of all enemy ground units - but must be placed onboard under a "?" as soon as a Good Order enemy ground unit has a LOS to it regardless of range. An Emplaced hidden/
12.4 VEHICULAR MOVEMENT THROUGH CONCEALMENT: The presence of any concealed unit(s) in a Location does not itself prevent an enemy vehicle from entering that Location.
12.41 OVR: Should an "unbroken" (12.1) vehicle enter a concealed enemy's Location without using Bypass or a woods-road, all concealed enemy Personnel [EXC: those exempt from PAATC] in that Location must instantly either be revealed voluntarily (12.14) or take one combined PAATC (1PAATC if any of them are Inexperienced) using the lowest current Morale Level among them, modified by the DRM of the best unpinned friendly Good Order leader present. A Dummy stack takes its PAATC with a Morale Level of 7. If that PAATC is failed, all those subjected to it are immediately pinned and revealed. If the Location contained no Known enemy unit when the vehicle entered it, OVR expenditure is NA until the combined PAATC (if any) has been resolved, after which the vehicle may conduct an OVR if able to (D7.1). In all cases, if the PAATC is passed, those concealed units remain concealed and thus can be OVR only as Area Fire; if no OVR is made, the vehicle it still subject to attack (including CC Reaction Fire: D7.2) by any eligible unit(s) in the normal manner. Q&A
12.42 BYPASS: A vehicle entering a concealed enemy's Location using Bypass may not attempt an OVR as part of that entry or even be informed of any hidden unit(s) therein. Concealed unit(s) in the Location are revealed due to the vehicle's presence only voluntarily, or if the vehicle/