13. WOODS

13.1: Woods represent a forested area with dense undergrowth. A dark green background covered with black woods symbols such as 1C9 or 18J3 is considered a woods hex, as is 19X1 which also contains a road.

13.2: Woods are a one level obstacle to LOS [EXC: Forest; 13.7]. Like most LOS obstacles, the level of the obstacle is added to the level of the hex; therefore a woods hex on a level 1 hill hex is actually a level 2 LOS obstacle. However, a woods hex in a Depression hex is still a level 1 LOS obstacle because the woods occurs on the higher fringes of the Depression hex as well as IN it.

13.3 AIR BURSTS: There is a +1 TEM for all Direct Fire into a woods hex. All Indirect Fire vs unarmored, CE, or OT (even if BU) targets in a woods hex receives a -1 TEM instead, due to the added lethality of Air Bursts. This negative TEM is always applicable - even to targets claiming other beneficial DRM (such as CE, entrenchments, or emplacements) which cannot be added to other (positive) TEM in the hex. Q&A

EX: A Mortar fires on a woods hex containing a squad in a foxhole. The Final TEM is +1 (+2 (foxhole) -1 (Air Burst) = +1).

13.31: A moving unit in a combination woods-road hex is not eligible for the +1 woods TEM during Defensive First Fire (and is subject to FFMO/Interdiction) if the LOS does not cross a green woods symbol and the moving unit entered the hex at the road movement rate regardless of the relative elevations of the firer/target. Otherwise, the normal woods TEM is in effect [EXC: a vehicle(s) in a woods-road hex is always considered on the road unless beneath a partial Trail Break counter]. Q&A

13.32: A vehicular OVR attack in a woods-road hex is penalized by the +1 TEM of the woods except vs vehicle(s) on the road.

13.4: Infantry enter a woods hex at a cost of two MF and Cavalry at a cost of four MF unless entry is made via a road hexside. Cavalry may not charge in a woods hex even if on a road.

13.41 VEHICLES: Any vehicle may enter a woods hex without using VBM by expending all of its movement capability (other than for starting [D2.12], stopping [D2.13], towing [C10.1] to enter that hex and then making a Bog DR [EXC: Motorcycles must be pushed]. Such movement is possible even while moving in Reverse. Vehicles may also use this method to move off a road into the woods portion of their woods-road hex. All MP penalties for entering a hex containing a wreck/Vehicle, and/or for changing a VCA across a non-road hexside, are doubled while in a woods hex. Q&A

13.42 FULLY-TRACKED: A fully-tracked vehicle may also enter a woods hex (by other than Bypass, Trail Break, or Road) by expending half of its MP allotment in that hex, but it must check for Bog (D8.21) with a +3 DRM.

13.421 TRAIL BREAK (TB): Anytime a fully-tracked AFV enters a woods hex without benefit of Bypass or a road/TB hexside, a partial TB counter is placed on the hex with the counter's "treads" illustration tracing a line across the woods hex from the hexside entered to the hex center dot. Once that AFV leaves the hex via another hexside, a full TB counter is placed in the hex, showing the vehicle's path of movement. Thereafter, any fully-tracked vehicle may use the TB to traverse those hexsides at half its MP allotment without threat of Bog. If a fully-tracked AFV enters a woods hex via an already existing TB counter and then exits via a hexside not covered by that TB counter, it must first undergo a Bog DR for exiting the woods without using a TB. A TB cannot be created or used by non-fully tracked vehicles. A vehicle that sets up in a woods hex does not place a TB counter (unless setting up in the woods portion of a woods-road hex) but need not take a Bog Check when exiting the hex without changing its VCA. Any vehicle the enters a woods hex via a road must take a Bog Check when exiting the hex via a non-road hexside as it enters the woods portion of the hex.

13.4211: A wreck or Immobile vehicle on a TB counter removes that TB, but does not prevent other fully-tracked vehicles from attempting to establish another TB in the same hex. In fact, multiple TB can always be placed in a hex, provided no two Trail Breaks mark the exact same hexsides. The benefits of a TB apply only to that TB counter; a unit entering a hex via one TB counter hexside may not exit it via another TB counter's hexside special rate. A fully-tracked vehicle which enters a woods hex containing more than one TB along a pre-existing TB but remains in that hex should be placed beneath the TB counter it used to show the hexside(s) it may use to exit that woods hex along a pre-existing TB. Q&A

13.4212: Infantry expend 1½ MF and Cavalry expend 3 MF to enter woods via a TB. A TB does not alter the effect of woods (or rubble) on OVR attacks, LOS, or TEM. However, whenever Infantry/Cavalry specifically use a TB to enter a hex at a reduced MF cost (Rubble 24.71) or to escape minefield attack (28.61 & 24.74), it is subject to a special -1 Defensive First Fire DRM due to its restricted movement options, in addition to any applicable FFMO/FFNAM DRM. A unit can always avoid this DRM while entering a TB simply by not using the TB advantages. Usage of a TB is limited by one-way direction rules as if the TB were a One-Lane bridge (6.43). Q&A

13.43: Riders are not allowed in a woods hex [EXC: on a road or IN a stream] even if on a TB. Q&A

13.5: Woods may be Kindled on a DR ≥ 9 and fire will Spread to a connected woods hex from an adjacent Blaze on a DR ≥ 7 (both subject to modification; see Section 25).

13.6 PATHS: A woods or brush hex containing a thin brown line such as 24W7 or 24W8 (or cB4 of Deluxe ASL) is said to be crossed by a path. A path allows entry of that hex through the path hexside by Infantry/Cavalry at a cost of one/two MF - not two/four. Otherwise, a path has no other effect on a hex.

13.7 FOREST: A Forest exists only by SSR in an Interior woods hex (i.e., a woods hex composed of by six or partial-woods hexsides). 5E3 and 5G5 are not Forest hexes; 5F4, 5J3, and 19O9 are. Forest rules are identical to normal woods rules except that they are a two level obstacle to LOS, their TEM is +2 rather than +1 (Air Burst effect remains -1), and vehicles may never enter them except along a road. However, vehicles may still pass other vehicles on the road at the customary double MP cost.

13.8 PINE WOODS: Pine woods represent an extensive stand of pine (evergreen) woods. Pine woods only exist by SSR and are treated exactly like normal woods except as stated otherwise.

13.81 OBSTACLE HEIGHT: Pine woods are a two-level LOS Obstacle.

13.82 MF COST: Infantry enter pine woods at a cost of 1½ MF (3 MF for Cavalry).