2. SHELLHOLES

2.1 Shellholes are represented by brown splotch marks with a dark brown core. 2U6 is an example of a shellhole. Shellholes can be created to a maximum of one per hex during play by placing a shellhole counter in Open Ground, orchard, brush, or grainfield immediately after any Original KIA result during a PFPh/DFPh resolution of a Concentrated HE FFE (or aerial bomb/rocket) attack of ≥ 150mm; the in-hex terrain (and any Flame/Blaze already in it) is considered to no longer exist at all. Such placement removes all entrenchment counters in that hex (although not necessarily their contents) even if the hex was already a shellhole hex.

2.2 A shellhole presents no obstacle or Hindrance to LOS through its hex.

2.3 The conditional TEM of a shellhole is +1. It applies only to Infantry and is not cumulative with any other possible TEM.

2.4 Infantry may enter a shellhole hex at a cost of one or two MF. If it expends one MF to enter a shellhole hex it may be subject to FFMO (or Interdiction in the RtPh) in that hex during that MPh until pinned. If it expends two MF in entering the hex, or starts the phase therein, it is considered in a shellhole and not subject to FFMO penalties. Cavalry and horse-drawn vehicles must enter at the two MF rate even though they never receive the protective TEM benefits of a shellhole hex. See Clarification