30.1 A pillbox is a Fortification counter that can be set up only prior to the start of play, and only in Open Ground (including any road/
30.11 A pillbox can vary in size and type of construction as defined by the Strength Factors on the counter. The factors (read from left to right) are as follows:
30.111 STACKING CAPACITY: This is the number of squad-equivalents (A5.5) that may occupy a pillbox. A pillbox may contain one (but not > one) Gun. The pillbox capacity is separate from (i.e., in addition to) hex stacking limits. No vehicle, PRC or animal may occupy a pillbox. Overstacking in a pillbox is NA (A5.6).
30.112 CA DEFENSE MODIFICATION: This is the TEM applied to non-Aerial Direct Fire attacks against the pillbox which originate from a hex within the CA of the pillbox [EXC: FT (A22.2); AP (30.35)]. Canister (C8.4) FP is halved vs the CA of a pillbox.
30.113 NCA DEFENSE MODIFICATION: This is the TEM applied to ordnance and FT attacks against the pillbox which do not originate from within the CA of the pillbox [EXC: AP; 30.35] or are made by Indirect or Aerial fire. CH are resolved normally [EXC: the NCA TEM is considered to be zero for CH resolution]. Canister, MG, IFE and Small Arms fire vs a pillbox, as well as WP NMC vs pillbox occupants (30.34), are NA through its NCA.
30.12 Units in a pillbox are placed beneath the Pillbox counter. Units on top of a pillbox are considered outside it and receive no benefit from the pillbox.
30.2 A pillbox is not an obstacle or Hindrance to LOS. However, LOS from inside a pillbox may be traced only within its CA [EXC: the pillbox Location and the same-level Location outside the pillbox are ADJACENT; 30.6]. Units in an adjacent, ground-level Location within a pillbox's CA are treated as being ADJACENT to units in the pillbox (and vice versa) for purposes of Point Blank Fire, FPF, DM, rout, and for DC Placement vs the pillbox. Fire from inside a pillbox into its own hex is limited to CC, or SMOKE grenade placement, or a Thrown DC (30.31), or to vertices of its CA, or to PBF vs units currently crossing the CA hexsides of its own hex. Mortar fire and fire vs an Aerial target are NA from inside a pillbox. Q&A
30.3 Pillbox TEM is not cumulative with any other +/-TEM [EXC: mud/
30.31 DC: The Defense Modifier of a Placed/
30.32 Ordnance TH attempts vs a pillbox/
30.33 The MF expenditure to enter or exit a pillbox Location (30.4) is a separate action and cannot be combined with any other MF expenditure [EXC: during the RtPh; 30.41]. If a unit becomes pinned or broken outside the pillbox, it cannot enter the pillbox Location during the current MPh (or vice-versa). Once it expends the MF to enter or exit a pillbox Location, the unit is considered to be in the new Location before any attack prompted by that MF expenditure can be resolved.
30.34 Since a pillbox is a separate Location, each attack [EXC: Bombardment; Area Target Type; Aerial bomb; OBA] vs a pillbox hex can affect the pillbox/
30.35 AP: Neither the CA nor the NCA Defense Modification applies to an AP/
30.4 Infantry enter a pillbox Location in their hex at a cost of one MF. Infantry exit a pillbox Location by paying one MF to enter the pillbox hex [EXC: tunnel (8.6); bunker (30.8)].
EX: A squad moving into a pillbox hex in Open Ground must expend one MF to enter the hex and is placed on top of the pillbox. After pausing to undergo any Defensive First Fire, it may then expend one MF to enter the pillbox Location. Similarly, a unit inside a pillbox must pay one MF to move Out of that pillbox Location and into the pillbox hex, where it could be subject to Defensive First Fire. Any SMOKE at ground-level in the pillbox hex would add one MF to the squad's cost to enter the hex.
30.41 RtPh: Interdiction possibilities depend on the MF expended in the pillbox hex (A10.531) in exactly the same fashion as is applicable to entrenchments (27.41).
30.42 A unit may not move/
30.43 A pillbox (and any units inside it) does not affect entry/
30.44 Infantry (even if berserk) may never enter a pillbox Location that contains enemy Infantry, not even via Infantry OVR. A berserk unit must remain in the pillbox hex and attack any enemy unit(s) in that hex until it eliminates them or is eliminated (A15.43; A15.46). Pillbox occupants may fire at occupants of their own hex only as per 30.2, and, because enemy units never co-exist in the same Location with a friendly-occupied pillbox, TPBF and Target Selection limits (A7.211-.212; A8.312) do not apply. Q&A
30.45 GUNS: No ⅝" counter may enter or leave a pillbox during play except as a dm SW. A Gun may set up using HIP in a pillbox (see 30.7).
30.5 ROUT & RALLY: A pillbox is equivalent to a building for both rout [EXC: Known enemy units; see 30.7] and rally purposes - except that a broken unit inside a pillbox is never forced to rout (even though it can be made DM in the normal manner).
30.6 SAME HEX: Same-level units inside and outside a pillbox in the same hex are ADJACENT [EXC: they cannot form a FG with each other; A7.5]. A unit inside a pillbox may not move/
30.7 CONCEALMENT: A pillbox Location is Concealment Terrain; however, "?"/HIP in a pillbox neither halves the FP of, nor adds a TH DRM to, an attack on it/
30.8 BUNKERS: A Pillbox counter in the same hex with a trench and/
30.9 Pillboxes are Controlled/
30.91 CONTROL: In order to Control a pillbox Location, a unit must actually enter that Location. In order to gain Control of a hex, a player must also Control any pillbox Location in that hex. Q&A
30.92 ELIMINATION: A pillbox is eliminated by any DC, or non-Area-Target-Type ordnance, attack whose IFT Original DR [EXC: Final DR, for a Set DC] vs it/
EX: An Original 1KIA result caused by a Placed-DC attack vs a pillbox/
A 150mm Gun within the CA of a "brown" pillbox fires HE at it using the Infantry Target Type, and achieves a hit. If the Original IFT DR is ≤ 3 (i.e., a 3 KIA or better on the 30 FP column), that pillbox and its contents are eliminated.