16.1: A marsh represents pockets of alternating ankle-to-waist high water and swampy ground overgrown with vegetation. Any hex whose center dot is inside a dark bluish-green background containing black swamp symbols such as 7P6 or 13X7 is a marsh hex. Any unpossessed portaged equipment in a marsh hex is eliminated.
16.2: A marsh hex is a Hindrance to same-level LOS and causes a +1 DRM for every marsh hex [EXC: A6.7] between same-level target and firing hexes.
16.3: A marsh hex has no TEM for fire traced into it, but because it is not Open Ground it negates Interdiction/
16.31: Any HE attack into a marsh hex [EXC: vs a bridge or units on the bridge] is halved due to the muffling effects of soft ground/
16.32: Only the inherent FP of Infantry, their LATW, any LMG, DC, FT or inherent SW may be used from a marsh hex and are resolved as Area Fire [EXC: A unit on a bridge may fire from a marsh hex with no such detriment].
16.4: Infantry/
16.41: No non-amphibious vehicle, towed or pushed ordnance may enter a marsh hex unless on a bridge.
16.42 AMPHIBIANS: Amphibious vehicles may cross any hexside containing Open Ground/
16.43 BOG: Any ground level or level -1 hex adjacent to a marsh/
16.5: No Fortifications are allowed in a marsh unless on a bridge (6.6).
16.6 WATER DEPTH: The scenario-defined water depth of a stream/
16.7 MUDFLATS: A mudflat is marsh with a lower water level. All marsh rules apply except where modified below.
16.71: Infantry/
16.72: Amphibious vehicles may not enter a mudflat in the water movement mode but must use land movement capabilities and roll for Bog instead and pay double Open Ground COT.
16.8 WEATHER: Marsh hexes are treated as Open Ground hexes during scenario-defined Snow, Deep Snow, or sub-zero temperatures (16.43 does not apply).