7.1 Sand13 is a terrain feature of any overlay whose ID letter is an "S", and is represented by golden-yellow terrain.
7.2 Sand is neither a Hindrance nor an obstacle [EXC: Sand Dune; 7.5] to LOS and, except as affected by the presence of other terrain such as scrub (2.2) or a Dune Crest (7.51), is treated as Open Ground (B1) for all purposes other than Hammada Immobilization (3.31), movement costs (7.3), Sand Bog (7.31), the resolution of certain attacks (7.4), Gun Emplacement (7.41), Fortifications (7.42), and when Accessible to Broken Ground (13.10). Sand in the target hex does not negate FFMO or Interdiction unless a Dune Crest TEM applies.
7.3 MF/
EX: It normally costs Infantry two MF to enter a sand hex (1 [sand] + 1 [Open Ground] = 2) however, if EC are Wet or Mud it costs only one MF (0 [Wet/
7.31 BOG: A sand hex is also a type of Bog hex. A vehicle (including a Wagon, but excluding a Motorcycle) must make a Sand Bog DR when it enters (or changes VCA in) either a sand hex (even if that hex also contains scrub) or an Open Ground hex that is Accessible to a sand hex [EXC to both: if following a Track (9.1) or road]. The vehicle bogs if the Final DR is ≥ 12. Only the following cumulative DRM can apply:
DRM | Cause |
+ 2 | If the vehicle has High Ground Pressure |
+ 1 | If the vehicle has Normal Ground Pressure |
+ 1 | If the vehicle is not fully-tracked |
+ 1 | If the vehicle expends MP as a truck, weighs ≥ 4 tons, and is not British-built*14 |
+ 1 | If the vehicle entered its present hex via a Dune Crest hexside (7.51) |
- 1 | If the vehicle is in an Open Ground hex that is Accessible to a sand hex; |
- 1 | If EC are Wet or Mud |
*British-built is defined as being a British-color counter without "(a)" [which denotes U.S. manufacture] in the piece name.
Being thusly Accessible to > one sand hex necessitates only one Sand Bog DR. If changing VCA, one Sand Bog DR is required for each hexside changed. A Sand Bog check is made only after passing any required Hammada Immobilization check (3.31). In lieu of calculating the above DRM, players may find it easier to use the following table:
SAND BOG DRa | ||||||
Original DR ≥ #b=Bog | ||||||
Non-Brit.-Built truckc | Brit.-built truck; AC; ht | Full-Track | ||||
Ground Pressure | In Sand | In Access OGd Hex | In Sand | In Access OGd Hex | In Sand | In Access OGd Hex |
Low | 10e | 11 | 11e | 12 | 12e | NA |
Normal | 9e | 10 | 10e | 11 | 11e | 12 |
High | 8e | 9 | 9e | 10 | 10e | 11 |
a NA available if following a track or road.
b Increase # by one if EC are wet or Mud.
c (And weighing ≥ 4 tons).
d [EXC: hammada; sand.]
e Lower # by one if the present hex was entered via a Dune Crest (7.51) hexside.
7.311 BOG REMOVAL: Normal Bog Removal procedures (D8.3) apply to a vehicle that has become bogged due to sand.
7.4 TEM: Sand has a 0 TEM, but any ordnance [EXC: use of the Vehicle Target Type; a Direct Hit vs a Gun (C11.4); a Specific Collateral Attack], or OBA, attack vs an unarmored target in a sand hex has its FP halved (FRU) on the IFT after all other modifications [EXC: a CH is doubled, not halved; C3.71]. If hit by Bombardment, units/
EX: Assume EC are not Mud or Wet. A 105mm Gun using the Infantry Target Type Direct-Fires HE at an Emplaced Gun in sand and gets a non-CH hit. The ensuing IFT DR is made on the 20 FP column to see if a Direct Hit (C11.4) was achieved. If it was not a Near Miss occurred and is resolved on the 8 FP column (using any applicable gunshield DRM). If the 105 hit using the Area Target Type instead, the occurrence of a non-CH Direct Hit would be checked for on the 8 FP column and, if not achieved, the Near Miss would then he resolved on the 4 FP column.
EX: Assume EC are not Mud or Wet, and no CH. An 80+mm OBA HE concentration attacks a sand hex using the 8 FP column of the IFT - but if it were a Barrage (E12.1) it would use the 6 FP column (16 FP lowered to 12 [as per E12.5], then halved). A 100+mm OBA HE concentration attacks a sand hex using the 8 PP column - but if it were a Barrage it would still be resolved on the 8 FP column (20 FP lowered to 16, then halved).
7.41 EMPLACEMENT: A non-vehicular Gun may set up Emplaced in sand (F.1A); however, the Emplacement TEM is halved to + 1 [EXC: if EC are Wet or Mud it retains normal TEM] even vs CH and for determining sniper targets.
7.42 FORTIFICATIONS: No pillbox, trench or sangar (8.2) may be set up in sand. A foxhole in sand has its normal TEM halved (i.e., + 2 vs OVR and OBA; + 1 vs most other types of attack) [EXC: if EC are Wet or Mud it retains normal TEM]. Moreover, if a squad (or its equivalent) that is in a foxhole in sand is eliminated by a HE [EXC: AP HE Equivalency] Final KIA result (or multiple K in a Random Selection tie dr) caused by Direct or Indirect Fire of ≥ 70mm, DC, or bomb attack, that foxhole counter's capacity is reduced by an amount equal to the total number of squads/
EX: A squad, HS and SMC are in a 2S foxhole. If, after the proper application of foxhole TEM, one of the attacks mentioned above eliminates the squad (or the squad and the HS/
7.421 ENTRENCHING: The +2 DRM for Entrenching Attempts (F.1B) does not apply in a sand Location.
7.5 SAND DUNES: Any sand overlay that has darker-yellow hexside markings, and whose ID is prefixed by "SD", contains a Sand Dune (hereafter referred to as a Dune). A Dune can be SSR- or DYO-defined as one of two types: Low or High. A Low Dune comprises normal sand hexes and Dune Crest hexsides (7.51). A High Dune contains Dune Crest hexsides, but its sand hexes are treated as hillock (6.) hexes as well as sand hexes. A Dune hex is any sand hex on a Sand Dune overlay. A High Dune is indicated by placing a High Dune counter on the overlay.
7.51 DUNE CREST: The darker-yellow artwork along certain hexsides of each Dune overlay indicates that Dune's Crest hexsides.
7.511 MF/
EX: See the 7.513 illustration and assume Dry EC. It will cost squad C five MF to move K2-J2-I2 (2 [enter Open Ground sand hex] + 1 [cross Dune Crest] + 2 [enter Open Ground sand hex] = 5), regardless of whether the dune is High or Low and regardless of whether K2/
7.512 LOS: A Dune Crest hexside/
7.513 TEM: In addition to any halving of IFT FP as per 7.4, Non-PRC unit(s) may claim a + 1 TEM (or HD status) vs Direct Fire that is traced across/
EX: Assume that both dunes are Low and EC are Dry. Squad A has a LOS to all hexes in the illustration except for K2 and K3, because the Dune Crest hexsides of the dune squad B occupies affect LOS like a wall (but allow LOS to/
EX: Now assume that both dunes are High. Thus squads A and B are both at Level ½ (7.5). Using hillock LOS principles and 7.512, all statements un the preceding EX still hold true except that squad C can no longer see hexes B0 and C1, nor entrenched/
EX: Now assume that squad A is on a Low Dune while the dune squad B occupies is High. Squad A at Level 0 now has a LOS to all hexes in the illustration except for K2 and K3 (though it could not see an entrenched/
7.514 WALL ADVANTAGE: Wall Advantage (B9.32-.321) does not apply to Dune Crests.
7.515 UNDERBELLY HITS: Underbelly Hits (D4.3) are possible while crossing a Dune Crest hexside.