3. WEATHER

E3. DYO TEMPERATE WEATHER CHART
DRMar, Apr, MayJun, Jul, AugSep, Oct, NovDec, Jan, Feb
2MudOvercastFog/MistGusty
3MudClear & GustyClear & GustyOvercast
4Clear & GustyFog/MistMudMud & Overcast
5OvercastOvercastOvercastClear & Gusty
6ClearClearClearSnow
7Clear & GustyClearClearClear
8ClearClearClearClear & Gusty
9Fog/MistClearClear & GustySnow
10MudClear & GustyMudSnow
11Mud & OvercastMudMud & OvercastSnow
12Snow*Mud & OvercastSnow*Snow

* March and November only; otherwise treat as Overcast

The Weather Chart is consulted only once prior to both setup of, and purchase for, any DYO scenario where research into weather conditions is insufficient to describe the actual weather. Otherwise, weather conditions are always considered Clear in the absence of any weather SSR. The Temperate Weather Chart is only for use in moderate climates such a those prevailing in Europe. Special Weather Charts and applicable rule will be provided in Chapters F and G for use in North Africa and the Pacific Theater respectively. Weather dictated by the Weather Chart always takes precedence over the determination of EC (B25.5); e.g., an EC result of "Snow" or "Mud" does not activate those respective weather rules if the Temperate Weather Chart result/SSR listing (or non-listing) is Clear - only their EC DRM/drm applies.

3.1 LOW VISIBILITY (LV): LV is the term used to describe weather conditions and related camouflage (3.712) when Night/Fog/Mist/Rain/Falling Snow occur in a scenario. A LV Hindrance is treated exactly like a LOS Hindrance except that a LV Hindrance DRM does not by itself negate the FFMO DRM, Interdiction, or Residual FP (A8.26). Q&A

3.2 CLEAR: Weather has no effect. EC are determined normally (B25.5).

3.3 FOG/MIST: Make a dr to determine whether Fog or Mist is in effect. On a dr of 1-5, the result is Mist (3.32); on a dr of 6, the result is Fog. EC are automatically "Moist" during a scenario that contains Fog or Mist.

3.31 FOG: Fog does not necessarily affect all hexes/Locations of the mapboard; it can occur at certain elevations while not affecting others that are higher. After setup, make a dr on the Fog Level Chart to determine the elevation(s) at which Fog exists, and place SMOKE counters accordingly on the Fog Display Chart of the Chapter K Scenario Aid Card to show the level(s) containing Fog.

FOG LEVEL CHART
drLevels Affected
1Level -1 and lower
2Level 0 and lower
3Level 1 and lower
4Level 2 and lower
5Level 3 and lower
6Level 4 and lower

EX: The Fog Level dr is a 3, resulting in Fog at Level 1 and lower. Therefore, a non-Hindered LOS to another hex can exist only between units at Level 2 or higher, or those within a Factory (3.8).

EX: Fog is present at level 0 and lower with a Density DRM of +1 per hex. All LOS between the various hill hexes is unHindered by Fog LV DRM. However the 4-6-7 on level 2 hill hex 2I4 firing down to level 0 at F4 would be subject to a +2 Fog LV DRM (+1 each for F4 and G4) Although G4 is a level 1 hill hex, Fog exists in the level O portion of the hex. If the 4-6-7 traces its LOS to E4, the Fog LV DRM remains +2 (+1 each for E4 and F3-F4) even though it was traced through three Fog hexes; the Fog in G4 has no effect on the LOS because as a level 1 Hindrance it would Hinder only a LOS drawn to the hex immediately behind it. However, if the 4-6-7 were to fire at B5, it would be subject to a + 3 Fog LV DRM (+1 each for B5, C5, and D5). D5 Hinders the LOS because it is five hexes away and therefore creates an additional "Blind Hex" (A6.41). However, if the 6-5-8 in J4 were to fire on B5, the Fog LV DRM would be only + 2 (+1 each for B5 and C5) because as a level 3 firer, the 6-5-8 has a two-level advantage over the height of the Fog Hindrance "obstacle" in E5, D5, and C5 - thus reducing the "Blind Hexes" they can each Hinder by one (to a minimum of one) as per A6.42. A unit in B5 firing at the 4-6-7 would be subject to the same +3 Fog LV DRM (+1 each for B5, C5, and D5) plus an additional +1 Fog LV DRM for firing out of a Fog Location (A24.8).

3.311 EFFECT: The density of Fog is determined by a Fog Density dr after scenario setup. Each "fogged-in" level is assumed to be affected by Smoke of the proper DRM up to the start of the next full level. All Smoke rules otherwise apply normally. [EXC: Fog is eliminated only via Wind Effects (3.312) and is not subject to Drift. The Fog DRM is halved (FRU) for fire within the same Location.]

drFog DRM
-1+1
2-3+2
4-6+3

3.312 WIND EFFECTS: Fog will decrease one level during the RPh of each Game Turn in which a Mild Breeze is in effect after the Wind Change DR is made. Fog will decrease one level during the RPh of each Player Turn in which Heavy Winds or Gusts are in effect after the Wind Change DR is made.

3.313 AIR SUPPORT: Air Support cannot be used vs any Location in Fog.

3.32 MIST: Whenever Mist is present, a LV Hindrance DRM applies at a range of ≥ seven hexes to all fire [EXC: Specific Collateral Attack; Fire Lane; OBA; Residual FP] and LOS. This Mist DRM is +1 for each multiple of six hexes (or fraction thereof) beyond the initial six-hex range. Mist DRM can apply to Aerial attacks (as per E.5).

EX: Mist creates a +1 LV Hindrance DRM if the range to the target is 7-12 hexes (or at an Aerial Range of 4-6 hexes), +2 if 13-18 hexes, etc.

3.4 GUSTY: EC are resolved normally, but Gusts (B25.651) occur on a Wind Change DR ≥ 10.

3.5 OVERCAST: Overcast indicates the presence of storm clouds. Cloud Cover (1.11) is automatically Overcast. EC are determined normally until it rains (3.51).

3.51 RAIN: Players automatically check for rain at the start of each RPh as an inherent part of the Wind Change DR. Rain starts on a Wind Change DR ≥ 10 and stays in effect until a Wind Change DR ≤ 3 ends the rainfall (regardless of intensity). Rain can start again on a subsequent Wind Change DR ≥ 10 because the Overcast condition continues throughout the scenario. If a Wind Change DR ≥ 10 occurs while it is already raining, the intensity of the precipitation increases such that the Mist LV Hindrance DRM (3.32) is +1 at ≤ six hexes, and is increased by +1 at all ranges > six hexes, but can never increase further regardless of subsequent Wind Change DR. When rain starts, EC become "Wet" for the duration of the scenario.

3.52 LV: Rain automatically causes Mist (3.32).

3.53 SMOKE: The only SMOKE that can exist during rain is that emanating from a Blaze, or from SMOKE grenades placed inside a building (A24.6). Such SMOKE still fills the entire hex, but is not subject to Drift.

3.54 MOVEMENT: During and after rain, all ground units must expend one extra MF (or MP) per elevation level change (up/down) unless using a stairwell or paved road.

EX: Infantry moving from 24G3 to G2 must pay three MF. If descending from G2 to G3 they must pay two MF. If moving from IN H2 INTO H3 they must pay five MF (2 [Abrupt Elevation Change intermediate level; B10.51] +2 [entering gully] +1 [rain] = 5). A halftrack towing a Gun and moving from G3 to G2 pays seven MP (4 [higher elevation] +1 [Open Ground] +1 [rain] +1 [towing] = 7). If moving from IN H2 INTO H3 it must expend ten MP (4 [Abrupt Elevation Change intermediate level] +4 [entering Open Ground gully] +1 [rain] +1 [towing] = 10).

3.55 AIR SUPPORT: Air Support is not possible during Overcast.

3.6 MUD: EC are always "Mud". Fires will spread to adjacent hexes only if the connecting hexside crosses a building/woods/brush/grain/orchard (in season) symbol or the fire is spread by Gusts (B25.651). On unpaved roads the road bonus in B3.4-.41 is NA and Open Ground movement COT applies (as modified by 3.64) when using the road. Paved roads (which include bridges) and runways are not affected by Mud. See Clarification and Q&A.

3.61 BOG/MANHANDLING: The chances of vehicular Bog (D8.23) and difficulties with Manhandling Guns (C10.3) are increased during Mud.

3.62 HE ATTACKS: Due to the cushioning effects of Mud, there is a +1 TEM to all HE (not HE Equivalency; C8.31) attacks that are resolved in Open Ground (see 3.65) [EXC: Mines, Air Bursts, Specific Collateral Attacks, Direct Fire ordnance vs a vehicle (and its PRC)/pillbox (and its occupants)]. The Residual FP of such an attack is reduced by one IFT column (A8.26). FFMO still applies normally. See Clarification.

3.63 ENTRENCHING: In Mud, there is a +1 DRM to all Entrenching attempts.

3.64 MOVEMENT: In Mud, all ground units must expend an extra ½ MF (or one full MP) per Open Ground (see 3.65) hexside [EXC: if entering non-Open Ground terrain in that hex], as per 3.9. Double Time and Leader MF bonus are still applicable.

3.65 OPEN GROUND: For purposes of Mud and Deep Snow (3.62, 3.64, 3.731) only, Open Ground includes all unpaved (during mud) or unplowed (during Deep Snow) roads, gullies [EXC: gullies containing woods/brush during Mud, or containing woods during Deep Snow; B12.6], dry streams, plowed fields (not grain), and otherwise Open Ground hexes including shellholes and trenches regardless of LOS Hindrances, hexside TEM, entrenchments, or height. See Clarification and Q&A.

3.7 SNOW: Snow can exist in several forms and combinations. A Snow result on the Weather Change DR requires a dr on the Snow Chart to determine the type of snow rules in effect.

SNOW CHART
Final drCondition
0-1Falling Snow
2Ground Snow
3Ground & Falling Snow
4Deep Snow
5Deep Snow & Falling Snow
6Deep Snow & Drifts
7Extreme Winter (make another dr; see 3.74)
drm:
Dec-Feb: +l
Mar, Nov: -1

3.71 FALLING SNOW: Falling Snow is always accompanied by Overcast conditions, even if the snowfall ends. Falling Snow re-occurs on a Wind Change DR ≥ 10 and stays in effect until stopped by a Wind Change DR ≤ 3 (regardless of intensity). Once stopped, snowfall can start again on a Wind Change DR ≥ 10. If a Wind Change DR ≥ 10 occurs while it is already snowing, the intensity of the precipitation increases such that the Mist LV Hindrance DRM (3.32) is +1 at ≤ six hexes, and is increased by +1 at all ranges > six hexes but can never increase further regardless of subsequent Wind Change DR.

3.711 LV: Falling Snow automatically causes Mist (3.32).

3.712 WINTER CAMOUFLAGE: In any type of snow, any Infantry unit/Vehicle (not PRC) specified as having Winter Camouflage receives a +1 LV Hindrance DRM when fired upon beyond eight hexes if Infantry, or beyond 16 hexes otherwise [EXC: OBA, Residual FP, Fire Lane] unless it already qualifies for a positive TEM other than SMOKE. Such a unit also receives a -1 drm to its Concealment dr (A12.122). Winter Camouflaged Infantry may Assault Move/advance into Open Ground regardless of range from enemy units without loss of "?". [EXC: BPV is one extra point, and must also be purchased for all non-elite MMC purchased; use "W" in the Roster's "A/B" column]. The per-vehicle BPV is one extra point recorded in the "Opt BPV" column of the Roster (with "W" added in the "for" column; however if a player wishes to use any vehicular Winter Camouflage he must purchase it for all allowed vehicles in his OB. Q&A.

3.713 EC: When Falling Snow is possible, EC are "Moist" (unless Ground/Deep Snow are also present) and all streams are considered frigid.

3.72 GROUND SNOW: During Ground Snow, EC are always "Wet" unless Deep Snow/Extreme Winter also apply. The Winter Camouflage provisions (3.712) of Falling Snow also apply to Ground Snow.

3.721 FIRES: During Ground/Deep Snow, Blazes will spread to adjacent hexes only if the connecting hexside crosses a building/woods/brush symbol [EXC: brush NA in Deep Snow] or the Blaze is spread by Gusts (B25.651).

3.722 TERRAIN: Ground/Deep Snow turns all marsh/mudflat terrain to Open Ground (B16.8), freezes all streams, and activates all Ice rules (B20.7, B21.6). It also causes a +2 DRM to all Entrenching attempts.

3.723 INFANTRY/CAVALRY MOVEMENT: During Ground Snow, all Infantry/Cavalry must expend one extra MF per elevation level change (up/down) unless using a stairwell or plowed road. Road Bonus (B3.4) is NA unless using a plowed road.

3.724 VEHICULAR MOVEMENT: The minimum Road Entry MP cost in Ground Snow is one MP - not ½. All non-tracked vehicles [EXC: sledges] must expend one extra MP (or MF) per hexside crossed/bypassed. Both effects apply even on plowed roads.

3.73 DEEP SNOW: EC are always "Snow". Winter Camouflage (3.712), Fires (3.721), and Terrain (3.722) rules are in effect. In addition, Deep Snow transforms brush into Open Ground (B12.6).

3.731 HE ATTACKS: All HE (not HE Equivalency; C8.31) attacks in Open Ground (see 3.65) must add a +1 TEM (cumulative with all other applicable TEM/Hindrance DRM) due to the cushioning effects of Deep Snow [EXC: Mines, Air Bursts, Specific Collateral Attacks, Direct Fire ordnance vs a vehicle (and its PRC)/pillbox (and its occupants)]. The Residual FP of such an attack is reduced by one IFT column (A8.26). FFMO still applies normally. See Clarification.

3.732 MINEFIELDS: All minefield attack/Clearance DR are subject to a +1 DRM due to Deep Snow. All A-P minefield attacks are resolved with half FP. The A-T Mine factors present in a hex are considered to be one less than normal.

3.733 INFANTRY/CAVALRY MOVEMENT: In Deep Snow, Infantry/Cavalry movement penalties (3.723) still apply and, in addition, such units must pay an extra ½ MF per hexside [EXC: if entering any woods/building/rubble, or crossing a plowed road hexside]. The road bonus (B3.4) is applicable only along plowed road hexsides (roads are plowed only by SSR). Gallop is allowed only if used entirely across plowed road hexsides.

3.7331 VEHICULAR MOVEMENT: In Deep Snow the minimum Road Entry MP cost is one MP - not ½ - whether BU or not (even on plowed roads). Except along plowed roads, all tracked vehicles must pay one extra MP, and all non-tracked vehicles [EXC: sledges] must pay two extra MP (or MF), per hexside. Along plowed roads, all non-tracked vehicles [EXC: Sledges] must pay one extra MP/MF per hexside. Gallop is allowed only if entirely across plowed road hexsides.

3.7332 BOG/MANHANDLING: The chances of vehicular Bog (D8.23) and difficulties with Manhandling Guns (C10.3) are increased during Deep Snow.

3.734 SMOKE: The only SMOKE that can exist during Mud and/or Deep Snow is that from SMOKE entirely placed inside a building (3.8) or emanating from a Blaze. Such SMOKE still fills the entire hex.

3.74 EXTREME WINTER: A Final dr of 7 on the Snow Chart results in the use of Extreme Winter rules. Make another dr to determine the Snow conditions (3.7) that are in effect in addition to Extreme Winter rules. EC are always "Snow" during Extreme Winter.

3.741 B#/X#: The B#/X# of all weapons [EXC: DC] decrease by the following amounts (A.11 applies) during Extreme Winter: [J8]

Pre-April, 1941 Russians: 1
Pre-April, 1942 Axis: 2

Scenario designers should always reduce by one the ELR of units affected by 3.741.

3.742 FATE: In addition to the normal Fate rules (A10.64), any non-Finnish Axis Personnel unit prior to April 1942, or Russian prior to April 1941, that makes an Original Rally DR ≥ 11 while not in a building/pillbox during Extreme Winter suffers Casualty Reduction.

3.743 ENTRENCHING: Foxholes may not be dug (B27.ll) during Extreme Winter.

3.744 AXIS VEHICLES: In an Extreme Winter scenario set prior to April 1942, a non-Finnish Axis Scenario Defender must, for each motorized vehicle that he sets up onboard and not in Motion, make a dr before that vehicle expends its first Start MP of the scenario; on a 6 it is Immobilized.

3.75 DRIFTS: Drifts occur at the start of a scenario by SSR or by DYO use of the Snow Chart. If Drifts are specified, each mapboard in play receives six Drift counters. A Drift is also created in one hex of each mapboard at the start of any RPh in which, prior to the Wind Change DR, Heavy Winds/Gusts were in force in combination with Ground or Deep Snow. Drift placement is resolved by randomly drawing a Drift counter from the complete pool of remaining unused counters and initially putting it in the hex containing coordinate number 5 of the hexrow listed on that counter, and making a Random Location DR to determine the hex where the Drift counter will be permanently placed [EXC: if placed in an Interior Building or another Drift hex, roll again]. If placed on an adjoining board it remains there; if placed offboard that particular Drift is lost.

3.751 A Drift affects only one hexside of its hex and is always placed so as to face the Direction the Wind is blowing to at the time of placement. If there is currently no wind, make a Random Direction dr to determine the wind's last direction. Once placed, a Drift remains in play as is, regardless of Wind Changes or other events [EXC: A Drift can be removed through the normal Roadblock Clearance rules; B24.76].

3.752 A Drift hexside requires ALL of a unit's MF/MP to cross, and also requires a vehicle to take a Bog Check with the Deep Snow DRM (+2; +1 each for Snow and Deep Snow; D8.21). If bogged, the vehicle is considered in the hex with the Drift counter. In addition, the Drift hexside is treated as a hedge unless a wall/roadblock hexside also happens to co-exist there). Bypass is not allowed along a Drift hexside, but normal movement between building hexes of the same building can occur across a building-Drift hexside.

3.8 BUILDINGS: Weather is always "Clear" for units in a building firing to/entering another Location of that same building through a building hexside. See Clarification.

3.9 MF/MP COST ADDITIONS: Any extra MF or MP costs due to weather are added per hexside crossed (or Bypassed), after calculating total cost [EXC: Towing; C10.1].