3. ROADS

3.1 Roads represent either paved or dirt surfaces. A road represented by a broad brown stripe such as 1Y10 is a dirt road; a broad gray stripe such as 1Z8 is a paved road. A road hex containing both paved and dirt roads is considered a paved road hex, although entry of the hex is based on the type of hexside entered (e.g., 12M4 is a paved road hex but entry of it through the M4-L3 hexside is per a dirt road hexside). Entry of 23Y1 from 4Y10 is per paved road hexside; entry of 4Y10 from 23Y1 is per dirt road hexside.

3.2 Roads are not obstacles or Hindrances to LOS, although other terrain in a road hex may be. A road hex devoid of other terrain features is considered Open Ground for all purposes except movement across the road hexside.

3.3 The other terrain in a road hex determines any TEM of that hex. However, if a unit moves into a hex via the road rate it would be subject to Interdiction/FFMO (in the case of Infantry) instead of the TEM of the other terrain in the hex unless the LOS was traced through other non-Open Ground terrain between the firer and target points. The possible target points are increased when firing at an Infantry unit using the road movement rate in a combination road/Non-Open Ground terrain hex (as per A4.132).

3.4 Infantry may cross any road hexside at a cost of one MF (two MF if move is to higher elevation). Infantry, Cavalry, and Horse-Drawn units which cross only road hexsides throughout their MPh are entitled to one extra MF provided they do not encounter mines, burning wrecks, Wire, mud, rubble, roadblocks, debris (O1.1), Panji Covered hexsides, SMOKE, or Deep Snow in those road hexes and are not pushing Guns (C10.3).

EX: Barring Bypass, hex 3I10 costs Infantry two MF to enter from H9, I9, or J9. It costs four MF to enter from H10 or J10, due to a move to higher elevation. The road leading into the hex from offboard negates the movement cost of the building at the mover's option and allows entrance at a cost of two MF, but if it does not pay the normal four MF cost of entering a building at a higher elevation, it would be subject to FFMO penalties (A4.132) to any Defensive First Fire that can be traced to the road depiction crossing that hexside (3.3).

3.41 A vehicle may cross any road hexside at a cost of ½ MP [EXC: Graveyard Roads (18.41)/BU (D5.2)/Snow (E3.724)/in-Convoy (E11.2)]. The four MP surcharge for a vehicle entering higher terrain is halved to two MP while crossing a road hexside.

3.42 The one MP penalty for entering a hex already containing a vehicle/wreck is doubled to two MP per vehicle/wreck if entering that hex across a road hexside while using the road movement rate.

3.43 ROAD-NEGATING TERRAIN: Infantry may not claim the extra-MF road bonus during a MPh in which they expend extra MF to derive the protection of shellholes/woods - nor may they claim it if they choose the non-Open ground cover of an orchard in preference to the Open Ground of a road. A road covered by rubble/debris (O1.1) is treated as non-existent [EXC: for Street Fighting (A11.8) purposes; if cleared (24.71)]. Therefore, Dash (A4.63), road bonus (3.4) and the ½-MP road rate are not allowed in a road hex covered by rubble or debris except via TB.

3.5 Hidden Mines [EXC: in debris] and Entrenchments may not be placed in a paved road hex due to the urban nature of the terrain.