18. GRAVEYARD

18.1: A graveyard represents a West European style cemetery with densely concentrated stone grave markers and mausoleums. Any hex containing gray/white rectangular shapes-such as 12W4 or 21L5 - is considered a graveyard hex. It is not the graveyard symbols, but rather the entire graveyard hex (inclusive of non-wall/hedge hexsides) which affects any LOS drawn into or through it.

18.2: A graveyard is not a LOS obstacle, but it does Hinder same level LOS by adding a +1 Hindrance DRM for every graveyard hex [EXC: A6.7] between the firer and target.

18.3: A graveyard hex has a TEM of +1 to any fire traced into it.

18.4: Movement costs for entry of a graveyard through a graveyard road hexside (a graveyard road is the thin dark brown line passing through every graveyard hex of board 12 except 12W4) are different than those listed on the Movement Costs Chart for roads.

18.41: Infantry enter a graveyard at a MF cost of one regardless of whether they enter via a graveyard road hexside. All vehicles may enter a graveyard through a graveyard road hexside at a cost of one MP (two MP if BU) and without checking for Bog. Otherwise, only fully-tracked vehicles may enter a graveyard and they must expend half their MP allotment plus check for Bog (D8.21) with a +3 DRM [EXC: motorcycles may enter via a non-road hexside at a cost of four MP, except across a wall, hedge, or roadblock].

18.42: A graveyard road does not bestow any bonus for movement through a graveyard road hexside (3.4) - either alone or in combination with other road movement.

18.43: No Gun may be moved into a graveyard while in the form of a ⅝" counter, except via a graveyard road hexside. Dismantled mortars may be portaged into/out of any graveyard hex and may also be assembled/fired from one. Q&A