4. DEIRS

4.1 A deir7 is a terrain feature of any overlay (12.) whose ID is prefixed by a "D", and is represented by a yellowish area enclosed by golden yellow shading (this shading being known as the Lip).

4.2 A deir, including its Lip hexes (i.e., those hexes on the overlay that contain a Lip), is a slight concavity. Units in a deir are at level 0 (assuming the overlay is on level 0 terrain), but can receive certain protective benefits due to the deir's Lip. Each hexside that forms part of a Lip hex, while lying completely "outside" the Lip, is termed a Lip Hexside. All deir hexes are Open Ground (1.1) [EXC: if deir TEM applies; 4.5] except as altered by the presence of scrub (2.2) or sand (7.2).

4.3 MF/MP: A unit (regardless of type) pays no extra MF/MP cost for entering/traversing a deir Location other than the COT of the hex (which is usually Open Ground). [EXC: A vehicle that exits a deir hex via a Lip Hexside must expend one extra MP to cross that hexside. For Defensive Fire purposes, this MP is assumed to be expended in the hex entered.]

4.4 LOS: A deir's only effect on LOS is that, barring other LOS obstructions, an entrenched/Emplaced unit in a non-Lip deir hex has a LOS past a Lip Hexside only to a same-level hex formed by that Lip hexside, and to any hex at a higher elevation than that entrenched/Emplaced unit. See also 4.51.

4.5 TEM: A non-PRC target in a deir receives a + 1 TEM (or may claim HD status) vs Direct Fire if the firer is at the same elevation as the target and that firer's LOF crosses a Lip Hexside that does not form part of that firer's hex [EXC: if the firer and target are in separate deirs, and the firer is ADJACENT to the target across a Lip Hexside, that target still receives the deir's protective benefit]. Otherwise, a deir gives no protective benefit and is treated as flat level ground [EXC: Fire Lane; 4.52].

4.51 AFV/WRECK TEM & HINDRANCE: An AFV/wreck in a deir can provide a + 1 TEM in the normal manner. Likewise, a LOS Hindrance in a deir can affect LOS in the normal manner [EXC: a "half-level" Hindrance in a deir can affect LOS only if both the viewing and viewed units are at the same level and at least one of those units is in any deir; for deir LOS purposes, brush, bridge, grain, marsh, crag, and an AFV/wreck (in LOS as per D9.4) are defined as "half-level" Hindrances].

4.52 FIRE LANE: Infantry/Horses moving in a deir hex are immune to a Fire Lane attack in that hex if that Fire Lane crosses a Lip Hexside before/as it enters that hex and that hex does not contain the Fire Lane counter. A vehicle/Vulnerable PRC [EXC: Cavalry Personnel] moving in a deir hex is immune to a Fire Lane attack in that hex if a Wreck in that hex would not Hinder that LOF (see 4.51) and that hex does not contain the Fire Lane counter.

EX: Shown in the Illustration are a deir (with its Lip Hexsides shown by the dashed line) and a hillock (6.). Below are listed the LOS and protective benefits of the various units shown. Note that all units in the illustration are in mutual LOS unless specifically mentioned otherwise. Similarly, + 1 TEM/HD status (which cannot apply to mortar/OBA fire) is given only where applicable; units not mentioned are not eligible for such status. Not all AFV LOS Hindrances are listed, but a representative sample is given.