11.1 The rules in this Section may or may not be applicable to a given scenario, depending on a variety of circumstances (such as the scenario's EC and whether or not it is DYO). Listed below are the types of scenarios in which these rules can/
RULE | MAY BE APPLICABLE IN-EFFECT ONLY WHEN |
Arid Weather Chart (11.2) Arid EC Chart (11.4) Arid Wind Force Chart (11.5) | DYO scenario is set in an Arid Land (North Africa, Middle East, Mediterranean isles, or East Africa; see 11.2). |
Time of Day Table (11.3) | DYO scenario uses ≥ one Desert Board (F.1). |
Sun Blindness (11.61-.612) | Daytime scenario uses ≥ one Desert Board, and Weather is not Overcast (or Mud and Overcast). |
(Intense) Heat Haze (11.62-.624) | Daytime scenario is set in North Africa (11.2), uses ≥ one Desert Board, and Weather is not Overcast (or Mud and Overcast). |
Heavy, very- or Extremely-Heavy Dust (11.73-732) Wind/ | Scenario uses only Desert Board(s), EC are Dry or Very Dry, and Steppe Terrain (13.2) is not in effect. |
DYO Dust Table (11.701) Light/ Vehicle Dust (11.74) FFE Dust (11.75) | Scenario uses ≥ one Desert Board and EC are Dry or Very Dry [EXC Very Dry only, if Steppe Terrain is in effect]. |
Desert Mud (11.8) | Scenario is set in an Arid Land (see 11.2), uses only Desert Board(s), and Mud is in effect (11.2; 11.4). |
11.6 DESERT LOW VISIBILITY (DLV): DLV is the terrain used to categorize Sun Blindness (11.61), Heat Haze (11.62-.621), and both Light and Moderate Dust (11.71-.72). A DLV Hindrance is treated exactly like a LV Hindrance (E3.1) unless stated otherwise. A DLV Hindrance does not apply (i.e., is not counted) when determining if LOS is blocked as per B.10.
11.601 HIP/
11.61 SUN BLINDNESS: Sun Blindness can occur only in a scenario that uses ≥ one Desert Board and whose Weather is currently not Overcast (or Mud and Overcast). Whenever these conditions are met and a SSR or Time of Day dr (11.3) specifies Sun Blindness, the following rules are in effect:
11.611 EARLY MORNING: If Early Morning, each TH (and non-ordnance IFT) DR [EXC: OBA; DC; FT; Fire Lane; Specific Collateral Attack] receives a +2 Sun-Blindness DLV Hindrance DRM, provided all the following conditions are met: Clarification
11.6111 EC: When Early Morning Sun Blindness is in effect, EC are automatically Moist [EXC: if it is raining or if Mud exists, EC are Wet or Mud respectively].19
EX: The first illustration shows the yellow Sun Blindness-Zone of a squad looking east during Early Morning Sun Blindness when the lettered hexrows run north-south. If the squad were also manning a Gun that faced east, its CA would be as shown by the long, thin dashes. If the CA faced northeast (as shown by the short, thick dashes), part of the Sun Blindness Zone would still be within that CA, as indicated. If the squad's/
EX: The second illustration shows the yellow Sun Blindness Zone of the squad looking east during Early Morning Sun Blindness when the lettered hexrows run east-west. If the squad were also manning a Gun that faced northeast or southeast, the two CA the Gun could possibly establish are shown respectively by the short thick, and long thin, dashes. If the squad's/
11.612 LATE AFTERNOON: If Late Afternoon, Sun Blindness applies as per 11.611 but in a westerly direction.
11.62 HEAT HAZE: Heat Haze can occur only in a scenario set in North Africa (11.2) that uses ≥ one Desert Board and whose Weather is not Overcast (or Mud and Overcast). Whenever a SSR or Time of Day dr (11.3) specifies that Heat Haze is in effect, a DLV Hindrance DRM applies at certain ranges to TH (and non-ordnance IFT) DR [EXC: OBA; Fire Lane; Specific Collateral Attack; attack vs an Aerial target]. Vs Infantry this DRM is + 1 for each multiple of six hexes (FRU) beyond the initial 12-hex range; vs a vehicular/
EX: Heat Haze creates a + 1 DLV Hindrance DRM vs Infantry at a range of 13-18 hexes-, + 2 at 19-24 hexes, etc. Vs a vehicle/
11.621 INTENSE HEAT HAZE: Intense Heat Haze occurs in the same manner as normal Heat Haze, and has the same effects as given in 11.62 except that it applies to such fire vs Infantry beyond the initial six-hex range and to such fire vs a vehicle/
EX: Intense Heat Haze creates a + 1 DLV Hindrance DRM vs Infantry at a range of 7-12 hexes, +2 at 13-18 hexes, etc. Vs a vehicle/
11.622 AERIAL: Heat Haze adds a + 1 DLV Hindrance DRM to an Aerial unit's Ground Support (E7.4) attack, regardless of range. Intense Heat Haze increases this DRM to +2. Both types of Heat Haze add a +1 DRM to an aircraft's Sighting TC (E7.3), regardless of range.
11.623 TARGET TYPES: If using the Area Target Type (or making an OBA Accuracy dr for an onboard Observer) vs a hex that contains both Infantry (/
11.624 OFFBOARD OBSERVER: Both types of Heat Haze add a +2 drm to the OBA Accuracy dr of an Offboard Observer (C1.63).
11.7 DUST: Dust20 can occur in a number of ways: by SSR, DYO dr (11.701), or due to some specific occurrence during the course of play (
11.74-.761). Dust [EXC: Vehicle/
11.71 LIGHT DUST: Light Dust can occur only in a scenario that uses ≥ one Desert Board, and only if EC currently are Dry or Very Dry [EXC: Very Dry only, if steppe Terrain (13.2) is in effect]. While Light Dust is in effect, each TH (and each non-ordnance DR [EXC: OBA; DC; FT; Fire Lane; Specific Collateral Attack] receives a Dust DLV Hindrance DRM equal to a subsequent dr21 that is halved (FRD). See also 11.79-.794.
11.711 INTERDICTION: Being a type of LV Hindrance, neither Light nor Moderate Dust negates FFMO. However, when either is in effect, a subsequent dr is made for each Interdiction DR; this dr generates a Dust DRM as per 11.71 or 11.72 (as applicable) but with its sign reversed, which modifies the Original Interdiction DR. The routing unit suffers Casualty Reduction only if it fails its NMC via the Final DR [EXC: an Original 12 still eliminates the unit; A10.31]. Heavy and Very/
EX: A routing unit is Interdicted during Light (only) Dust. If the subsequent dr is a 6, it receives a -3 DRM; if a 4 or 5, a -2 DRM; if a 2 or 3, a -1 DRM; and if a 1, it receives no DRM. Hence if the Interdicted unit has a 7 Morale, and rolls an Original 8 for its NMC but an Original dr of ≥4, it will be unaffected.
11.72 MODERATE DUST: Moderate Dust is treated exactly, the same as Light Dust except that the subsequent dr is halved (FRU).
11.73 HEAVY DUST: Heavy Dust can occur only in a scenario that uses only Desert Board(s), and only if EC currently are Dry or Very Dry and steppe Terrain (13.2) is not in effect. While Heavy Dust is in effect, a LOS Hindrance DRM equal to half the range (FRU) applies to each type of attack that can receive a Light Dust DRM. In addition, Light Dust is in effect, and each vehicle/
11.731 VERY HEAVY DUST: Very Heavy Dust is treated exactly the same as Heavy Dust - except that its LOS Hindrance DRM is equal to the range of the attack, a BU AFV must expend one extra MP to enter a new hex (in addition to the extra MP required by 11.73), use of Double-Time/
11.732 EXTREMELY HEAVY DUST: Extremely Heavy Dust is treated exactly the same as Very Heavy Dust, except that Moderate Dust (11.72) applies instead of Light Dust and all B/
EX: A squad firing with four FP at a range of three hexes during Heavy Dust receives a +2 LOS Hindrance DRM plus a Light Dust DLV Hindrance DRM of 0, + 1, +2 or + 3. If firing during Very Heavy Dust, the Light Dust DRM is applicable in the same manner but the LOS Hindrance DRM is +3. If firing during Extremely Heavy Dust, the LOS Hindrance DRM is still +3 but the Moderate Dust DRM will be +1, +2 or +3. If the attack has a range of zero (TPBF), only the Light Dust DRM will apply during Heavy or Very Heavy Dust, and only the Moderate Dust DRM will apply during Extremely Heavy Dust. Assuming the squad's attack leaves two Residual FP, if another unit is later attacked by that Residual FP no DLV DRM will apply but FFMO/
11.74 VEHICLE DUST: Whenever Light Dust can exist (as per the conditions given in 11.71), Vehicle Dust can also occur. In such a scenario as a vehicle of any type enters a new hex at a cost of ≤ two MP, a Vehicle Dust counter is immediately (i.e., prior to Defensive/
EX: A vehicle starts its MPh by expending a Start MP and then one MP to enter a Desert Open Ground hex. No Vehicle Dust occurs in the hex it just exited. It then enters a Desert Open Ground hex that contains SMOKE, expending two MP to do so. A Vehicle Dust counter is now immediately placed in the hex it just exited. Any further MP expenditure by that vehicle in its present hex - e.g., VCA change, OVR cost, sD usage, Stop MP, etc. - is not considered when determining whether that Dust counter should be placed. (The vehicle could have made an expenditure of ≥ three MP to enter the hex, which would have prevented creating Vehicle Dust in the hex being exited. But if it were towing a Gun it would have had to expend at least three MP to enter the SMOKE hex and thus could not have created Vehicle Dust.) If the vehicle begins the next friendly PFPh Stopped (or if it was destroyed in the interim), the last Vehicle Dust counter it placed will be removed at the start of that next friendly PFPh (along with white Dispersed smoke A24.4); however, if it ends its MPh in Motion, that Dust counter will be removed immediately upon the vehicle's initial MP expenditure in its next MPh (unless it is destroyed/
11.741 PLATOON/
11.75 FFE DUST: Whenever Light Dust can exist (as per the conditions given in 11.71), the following changes occur to a FFE LOS Hindrance (C1.57):
Wind-Force/
11.76 WIND & GUST: [Note: these rules are applicable only when Heavy Dust can occur (as per the conditions given in 11.73).] Wind-Force/
EX: Assume a scenario that uses only Desert Boards begins with Dry EC, a Mild Breeze and no Dust. The first Wind Change DR causes Gusts - but this will not create Dust. On the second Wind Change DR, the Gusts cease but Heavy Winds occur; still there is no Dust. However, the third Wind Change DR causes Gust again; now Light Dust is in effect (due to the presence of Heavy Winds and Gusts). If the fourth Wind Change DR causes Gusts yet again, the Dust density will increase to Moderate (due to Gusts being in effect for two successive Player turns). If the fifth Wind Change DR ends the Heavy Winds or the Gusts, or both, the Moderate Dust becomes Light - but will not be further reduced in density by the sixth Wind Change DR (unless rain occurs).
11.761 HEAVY WIND: During any level of Dust density (11.71-.732), an attack [EXC: Aerial Ground Support; E7.4] directly into Heavy Wind vs a target in another hex (even if PBF applies) incurs an extra + 1 DLV Hindrance DRM. "Directly into" is defined as occurring when the LOS/
11.77 RAIN: Whenever rain commences, all forms of Dust instantly cease to exist, and none can occur again for the remainder of the scenario.
11.78 NIGHT: The Current level of Dust density (11.71-.732) reduces the ability of starshells, IR and Blazes to illuminate (E1.9) Locations as follows:
11.79 MISCELLANEOUS: Dust's effects (if any) on other aspects of play are given below.
11.791 OBA ACCURACY: Like other Hindrance types, all DLV DRM can apply as drm to OBA Accuracy dr (C1.62), based on the (Offboard) Observer's LOS. [EXC: neither Sun Blindness (11.61) nor Heavy-Wind-and-Dust (11.761) affects the LOS from an Observation Plane (E7.6). See also 11.623-.624.]
11.792 IN BUILDING: Neither DLV nor Vehicle/
11.793 AERIAL: Any type(s)/level(s) of Dust adds only a total +1 DRM to a Sighting TC (E7.3) but, except as specified otherwise, all types/
11.794 RESIDUAL-FP/CC: Dust, regardless of type(s)/level(s), has no effect on CC attacks, nor does it reduce the Residual FP placed by a Fire Lane, nor does it affect a Fire Lane's attack [EXC: Heavy (or denser) Dust negates FFMO; 11.73-.732].
11.8 MUD: When Mud exists (as per the Arid Weather Chart or SSR) in a scenario set in an Arid Land (11.2) using only Desert Board(s), the normal method of determining its effects on Bog (D8.23) is used, but only Open Ground [EXC: not scrub, hammada or sand] hexes Accessible to hammada count as hexes entered for purposes of the Secret dr. Such Open Ground hexes cannot cause Hammada Immobilization (though 3.32 still applies for motorcycles). This possibility of Bog is negated only by the use of a paved road in the hex. If Broken/
EX: If the D8.23 Secret Bog Check DR indicates a vehicle will bog, and the Secret dr is a 2, the vehicle will bog in the second non scrub/