8.1 IMMOBILIZATION: An immobilized vehicle cannot expend a Start MP, leave its current Location nor change its VCA, but may change its TCA if otherwise able to. Immobilization cannot be repaired during play. Immobilization usually occurs due to a variety of combat results [IFT vs unarmored (A7.308); CC (A11.5); DC (C7.7); minefields (B28.42); A-T mines (B28.52); Clearing mines (B28.71); ordnance fire (C7.3, C7.7); OVR (7.17)], but can also occur due to Bog Removal attempts (8.3), mechanical failure (2.51), or tracked vehicles attempting Excessive Speed (2.5). After all Passengers/
8.11 MULTIPLE IMMOBILIZATION: The Inherent crew of an immobilized vehicle that receives another Immobilization result may be subject to an Immobilization TC (5.5)
8.2 BOG: Bog occurs only when a vehicle fails a Bog Check DR. A vehicle must make a Bog Check as dictated by the Terrain Chart for entering, or exiting or making any VCA change (one Bog DR per hexside) in, certain terrain types termed Bog hexes. The Bog effect always takes place in the Bog hex, whether the vehicle is attempting to enter or (in the case of vehicles leaving a stream or trucks leaving a gully; B20.46) leave it. A bogged vehicle may not exit its current Location or change its VCA until freed, and therefore is Immobile, but may change its TCA if otherwise able to. Q&A
8.21 BOG CHECK: If a Final Bog Check DR is ≥ 12, the vehicle bogs, is marked with a Bog counter, and must end its MPh immediately. The Original Bog Check DR is subject to the following cumulative DRM:
DRM | Cause |
+1 | Vehicle has Normal Ground Pressure |
+2 | Vehicle has High Ground Pressure |
+1 | Vehicle is towing ordnance1 or trailer |
+1 | Ground is specified as soft2, mud2, or snow-covered3 |
+1 | Ground is covered with Deep-Snow3/ |
+1 | Vehicle is not fully-tracked |
+1 | Vehicle has Truck-type MP expenditure |
+1 | Making an Abrupt Elevation Change |
+1 | Exiting a Deep Stream & vehicle is neither amphibious nor water-proofed |
+1 | Gaining elevation and entering woods |
+2 | Moving into Wire |
+3 | *Entry of woods, graveyard, wooden-building or rubble, at half MP allotment |
+4 | *Entry of stone building at half MP allotment |
* +1 instead if moving from Factory hex to non-rubble hex within the same Factory (B23.742)
1 NA if ordnance is 76-107mm MTR
2 NA if on paved road or in building
3 NA if in building or on plowed road
8.22 BOG TC: The Inherent crew of a Bogged vehicle may be subject to an Immobilization TC when hit by sufficiently threatening ordnance (5.5).
8.23 MUD & DEEP SNOW: When scenario EC are "Mud" or "Deep Snow", a vehicle [EXC: motorcycle; 15.47] must chance a Bog DR whenever it enters a hex or hexside without benefit of a paved/
8.3 BOG REMOVAL: An otherwise-Mobile vehicle may attempt to eliminate its Bog status at the start of its MPh, provided it has not fired during its PFPh. Bog Removal is attempted by spending as its Start MP an amount of MP equal to a colored dr times a white dr (instead of the usual one MP for Starting). This MP cost is doubled if the vehicle is non-tracked. If the Final colored dr is 1-4, the vehicle is freed (even if its total MP allotment is < the modified start MP expenditure), but it is still in the Bog hex. The vehicle may then use any remaining MP to change-CA/
Final colored dr | Result |
≤ 4 | Freed at MP cost equal to white dr x colored dr (x 2 if not tracked) |
5 | Vehicle becomes Mired |
≥ 6 | Vehicle becomes Immobilized |
8.31 MIRED: If a vehicle becomes Mired, its Bog counter is flipped over to the Mired side. Thereafter it receives a +1 drm to the colored dr of its future Bog Removal DR as long as it is Mired. The Mire drm is not cumulative for being Mired more than once.
8.32 TOW: A towed Gun may be unhooked from a bogged/
8.4 TARGET STATUS: A vehicle bogged/
8.5 Assuming an Inherent crew that is not broken/