13.1 OVERLAYS: Any overlay whose ID is prefixed by "Be" is a Beach overlay, and each of its hexes is a Beach hex. Any overlay whose ID is prefixed by "OC" is an OCEAN overlay, and its hexes are Ocean, Lake or River hexes (see 13.12). Cutting out and positioning these overlays follows the principles given in G.9-.9D except as stated otherwise herein. Beach and OCEAN overlays use a unique grid-coordinate system: each Beach-overlay hex has a three-digit, and each OCEAN-overlay hex has a four-digit, coordinate; when such an overlay hex is referred to, its printed coordinate - not the coordinate of the hex (if any) it covers - will always be specified. Each Beach overlay will generally lie partially on and partially off of its setup mapboard; after it is set up, the pertinent OCEAN overlay will be positioned part on and part off that Beach overlay, with the end result that the Beach overlay partly overlaps the mapboard and is partly overlapped by the OCEAN overlay.28 Unless stated otherwise, all Beach and OCEAN overlay hexes are playable even if they lie beyond the mapboard edge(s).
13.11 Be7: Overlay Be7 is used on board 7 or 8 in conjunction with an OCEAN overlay to depict the mouth of a river. The Water Obstacle hexes of this overlay are always River (B21.12; see also 13.12 below). A river cannot be flooded (B21.122) when Overlay Be7 is in play (hence the river hexes of that overlay are always at Level -1).
13.12 OCEAN/
EX: Board 7 is in play. Even if an OCEAN overlay is also in play (e.g., being used in conjunction with Overlay Be7), as long as no OCEAN-overlay hexside covers a board-7 river hexside, normal Chapter-B River rules are in effect for that board-7 (and Overlay-Be7) river; thus if the river is defined as fordable/
13.13 INHERENT TERRAIN: Mapboard- (but not counter-)depicted Inherent Terrain (B.6) is negated in that portion of its hex covered over by any part of a Beach/
EX: LOS drawn along a hexside common to a Beach hex and a dense-jungle hex (2.2) is not blocked by that jungle, since that part of the dense-jungle hex covered by the Beach overlay is no longer Inherent Terrain. However, any SMOKE/
13.14 EFFLUENT: Any overlay whose ID is prefixed by "Ef" is an Effluent overlay, and each of its hexes with blue stream-like artwork is an Effluent hex. When cutting out an Effluent overlay, do so just inside of its exterior hexsides (i.e., as per F12.1). An Effluent overlay represents the water from a stream flowing across the beach; therefore, each Effluent hex is treated as a Hard-Sand (13.3) Beach hex in which Entrenchments are NA.29 An Effluent hex is unaffected by stream depth. For LOS/
13.15 ISLAND: There are no Island overlays per se, but some scenarios will use land (e.g., woods, orchard, etc.) overlays as Islands. Islands have a bearing on rules 13.2, 13.41, 13.431, 13.442, 13.444 and 14.261 (changed by errata.
13.2 BEACH ELEVATION & SLOPE: Non-Beach land hexes that are not part of an Island are referred to as Hinterland hexes when ≥ one Beach/
13.21 SLIGHT: A Slightly Sloped Beach hex is Level -1 terrain. However, its Beach-Hinterland hexsides do not form a Crest Line. Therefore, all LOS along/
13.22 MODERATE: A Moderately Sloped Beach hex is treated as per 13.21 [EXC: all LOS along/
13.23 STEEP: A Steeply Sloped Beach hex is Level -1 terrain, and each of its Beach-Hinterland hexsides is treated as a Crest Line joining Levels 0 and -1. Infantry in a Steeply Sloped Beach hex that contains ≥ one Beach-Hinterland hexside may gain Crest status as if they were IN a gully, but only along the Beach-Hinterland hexside(s) of their hex; each of those Beach-Hinterland hexsides is treated as if it were a non-Depression hexside of that "gully" hex, and all standard Crest-status rules (B20.9-.98) apply.
EX: Assume that PTO Terrain is not in effect. If the beach is Slightly Sloped, all Japanese units have a LOS to all U.S. units (and vice-versa), and all U.S. units have a LOS to each other. The 4-4-8 and 4-4-7 have a LOS to all Beach and OCEAN hexes. An attack by the 4-4-7 vs any U.S. squad/
If the beach is Moderately Sloped, all the same LOS exist. However, if the 4-4-8 or the 3-4-7 fires at any U.S. squad, or if the 4-4-7 fires at the 5-5-8 or the 4-5-8, that target will receive a +1 deir TEM. If the 4-5-8 were in Melee and the 6-6-8 fired at its hex, it would receive deir TEM. Hidden ordnance in D8 that fires at one of the LC will treat it as a HD target, but hidden ordnance in F9 would treat only LC "E" and "H" as HD. The 4-5-8 would still expend one MF to enter H9.
If the beach is Steeply Sloped, the 4-4-8's LOS to U.S. units is limited to LC "E", "F" and "G", and the 4-4-7 has a LOS to all U. S. units except the 4-5-8 and LC "H". Neither the 3-4-7 nor any hidden unit in D8 has a LOS to any U.S. unit. However, the 6-6-8, 5-5-8 and 4-5-8 could gain Crest status along the Beach-Hinterland hexside(s) of the hex each occupies, in which case they would appear as entrenched to the Japanese squads [EXC: the 6-6-8 would not be entrenched vs the 4-4-7; B20.92]. The 6-6-8 and 4-5-8 have a LOS to each other regardless of whether one, both or neither of them is in Crest status. The 4-5-8 would expend two MF to enter H9, since it would be crossing a Crest Line to a higher elevation.
13.24 CLlFFS: If a Beach-Hinterland hexside is defined as a cliff hexside, the Beach hex common to that hexside is treated as being at Level -1 for all purposes and normal cliff effects apply to it (as well as across that hexside).
13.3 SAND: Each Beach hex is Sand (F7.) that is either Hard or Soft. A Beach hex is considered Hard Sand if it contains a Beach-OCEAN hexside and is not Steeply Sloped. In addition, all Beach hexes are Hard if EC currently are Wet, Mud or Snow. Hard Sand is treated as per rules Section F7F7 but as if EC were Wet or Mud. All sand that is not Hard is considered Soft. Soft Sand also uses the rules of Section F7, but ignoring the exceptions given therein for Wet or Mud EC. See also 13.32.
EX: Infantry expend two MF to enter Soft Sand or one MF to enter Hard Sand while a fully tracked vehicle would expend three or two MP respectively (re F7.33). A -1 DRM applies to a Bog DR caused by Hard Sand (re F7.31). An ordnance or OBA attack vs an unarmored target in Hard Sand does not have its FP halved on the IFT (re F7.4). Emplacement and Foxhole TEM are not halved in Hard Sand (re F7.41 and F7.42).
13.31 SANDBARS: A Sand/
13.32 SAND BOG: F7.31-.311 apply for Bog purposes in sand [EXC: no Sand Bog DR is required for being in a non-sand Open Ground hex Accessible to a Beach hex]. See also 13.4223
13.4 SHALLOW/
13.401 WATERCRAFT & AMPHIBIANS: A Watercraft is defined as any LC, boat or amphibian. An amphibian is defined as any vehicle having a printed amphibious-MP superscript [EXC: a DD tank is an amphibian only while its screens are erect; D16.1].
13.41 NON-BEACH SHORELINE: Each hexside common to both an OCEAN hex and a non-Beach land hex forms a Crest Line as per B21.2, and is referred to as either an OCEAN-Hinterland hexside or an OCEAN-Island hexside depending on the defined status of that land hex.
13.42 WADING: The pertinent rules for units allowed to move in water apply unchanged except as stated otherwise. A unit [EXC: LC; boat; any PRC not in the act of (un)loading; see also 13.492] that enters/
13.421 INFANTRY/
13.4211 SW/
13.4212 CONCEALMENT GAIN: Infantry in shallow OCEAN during a daytime scenario may not make a Concealment dr (nor may any ⅝ counter, since OCEAN is not Concealment Terrain). However, this does not prevent "?" gain at night as per E1.32.
13.422 VEHICLES: The COT of a shallow-OCEAN Location is one land (not amphibious) MP for a Wading vehicle that is Waterproofed (13.4221), or two land MP for a Wading vehicle that is not Waterproofed. A motorcycle being Ridden cannot enter a shallow-OCEAN Location. Watercraft do not expend an extra MP to cross a Beach-OCEAN (or OCEAN-Hinterland) hexside even if it is an all-water hexside (re B21.13). All ordnance TH attempts vs a Wading vehicle receive an extra Target-Based +2 TH DRM.
EX: See the 13.23 illustration. A Wading tank in hex 1080 that enters hex 1079 would expend three MP to do so if it is Waterproofed (2 [fully-tracked vehicle entering shallow stream] +1 [Waterproofed-vehicle Wading COT] = 3 MP), or four MP if it is not Waterproofed. If it were a truck instead, it would expend seven or eight MP respectively to make that move.
13.4221 WATERPROOFING: Amphibians are always considered Waterproofed [EXC: a DD tank (D16.1) with dropped screens is considered Waterproofed only if it had entered play via a deep-OCEAN Location (even if in a LC) and with its screens erect]. Other vehicles may be Waterproofed by SSR or by DYO purchase (13.94); note, however, that Waterproofing is irrelevant to boats (E5.) and LC, since they can never be Wading vehicles. A Waterproofed vehicle is exempt from Swamping [EXC: in Heavy Surf; 13.441], and is sometimes less prone to Bog when exiting a deep stream (D8.2). The TCA of a turreted, non-amphibian Waterproofed AFV may be traversed neither into nor through, nor may its AAMG fire at a same- or lower-level target within, that AFV's "rear" VCA.
13.4222 SWAMPING: As a non-Waterproofed Wading vehicle enters (which includes unloading into) a shallow-OCEAN Location, the opponent must make a Swamping DR (Δ). This DR is modified by a + DRM equal to twice the range from that vehicle to the nearest land hex if the Beach is Slightly Sloped, or to three times that range if the Beach is Moderately Sloped, or to six times that range if the Beach is Steeply Sloped. If the Swamping Final DR is ≥ 12 the vehicle immediately becomes immobilized; otherwise there is no effect. A separate Swamping DR must be made for each vehicle, even if using Platoon Movement.
13.4223 BOG: A Wading vehicle exiting a shallow-OCEAN Location is subject to Bog as per B20.46 (and the Chapter B Terrain Chart) only if crossing an OCEAN-Hinterland hexside. D16.23 does not apply to Wading vehicles. See also 13.32.
13.43 REEFS: A reef can exist only by SSR or by DYO dr (13.91), and only in Ocean hexes. Regardless of whether a reef is Exposed (13.431) or not, all Ocean hexes on that overlay which lie between that reef and the shore are considered shallow, and the Heavy Surf effects given in 13.441-.447 will not apply in those hexes. An Alternate Hex Grain reef is always shaped like the Blast Area of a Barrage (E12.11).
13.431 EXPOSED/
13.44 HEAVY SURF: The following (13.441-.447) can apply only if Heavy Surf is specified by SSR, and only in Ocean hexes [EXC: 13.441-.447 are NA in hexes between a reef and the shore (13.43), as indicated by the "" wave symbol beside each of those rule #s]. Surf has no game effect other than those listed in 13.441-.449.
13.441 SWAMPING: Each Watercraft that enters an Ocean Location and each Waterproofed Wading vehicle that enters (which includes one unloading into) a shallow-Ocean Location, risks being swamped. The opponent makes one Secret (D.5) Swamping DR for that vehicle's entire MPh, plus a Secret dr, in the same manner as for a vehicle moving in mud (D8.23) [EXC: no DR or dr is made for a LC whose Target Size is -3 or -4, nor for a LC/
If the Original DR is a 12, one of the following occurs to the vehicle(s chosen by Random Selection if using Platoon Movement) in the eligible hex determined by the dr: if in deep Ocean it sinks with no survivors; however, if in shallow Ocean it becomes immobilized [EXC: if a LC it becomes Fast Aground (12.211); if a boat (E5.) it sinks and its Passengers become Wading Infantry but all SW and Guns aboard it are lost].
A Swamping DR and dr are made in the same manner for each Watercraft that Drifts into any Ocean Location during its APh (i.e., Platoon Movement principles do not apply to APh Drift; 13.444).
A non-Waterproofed Wading vehicle that enters (which includes one unloading into) a shallow-Ocean Location is immediately immobilized (i.e., no 13.4222 DR is made).
13.442 (UN)BEACHING: Whenever a LC that is not Aground begins its MPh or APh in an Ocean Location that contains ≥ one Beach-able hexside, and whenever a LC enters such a Location during its MPh or APh, its owner must make an (un)Beaching DR (Δ) for it (even if it can/
13.4421 EFFECTS: A TI LC (including its PRC) may conduct no activity for the remainder of the Player Turn [EXC: if the LC becomes a wreck while TI, its TI status is lost and 12.69-.691 (or Broaching effects, below) will apply].
A LC that becomes un-Beached by an (un)Beaching DR is considered Non-Stopped (12.2; no Start MP is expended) using forward movement [EXC: if its ramp is presently down (12.41), it instead becomes Fast Aground if in shallow Ocean or sinks (12.69) if in deep Ocean], and is also immediately subject to attack/
A LC that becomes Beached by an (un)Beaching DR does so across a randomly determined Beach-able hexside of its hex, after resolving the effects of any Tetrahedrons/
A LC that Broaches becomes (as per the preceding paragraph), or remains, Beached. It is then flipped to its Wreck side, its Inherent crew must roll for Survival, and its Vehicle and Infantry Stacks (12.151) are subjected to MC as if (and with all the same consequences as being) attacked by Bombardment in an Open Ground land hex (C1.82-.821) [EXC: no DRM of any kind apply to such MC, but 12.13 does]. All surviving Passengers remain aboard the Broached LC wreck (and, during a Seaborne Assault, would still be required to unload as per 14.231).
For Defensive First Fire purposes, a LC that makes a Final (un)Beaching DR of ≥ 9 is considered to have expended its entire printed MP allotment (or all of its still -available MP- whichever is less) in its present hex.
13.4422 LC WRECK: A LC wreck is subject to (un)Beaching DR only if it is Beached across a hexside but is not Broached, and receives an extra +2 DRM. A LC wreck that makes an un-Beaching Final DR of 9 or 10 either becomes Fast Aground in (i.e., not across a hexside of) its present shallow-Ocean hex or sinks as per 12.69 in its present deep-Ocean hex. Otherwise, a LC wreck is considered equivalent to a LC for (un)Beaching DR purposes and effects.
13.4423 BOATS: All boats (E5.) are subject to (un)Beaching DR (and their effects) just as if they were LC [EXC: the +1 Inexperienced-crew DRM applies if the boat's Passengers are Untrained (E5.34); the +2 wrecked-LC DRM applies if the boat contains no Personnel Passenger; a Broach result eliminates the boat and all its contents, except in shallow Ocean in which case its Personnel Passengers (only) become Wading Infantry].
13.443 (UN)LOADING: The normally applicable MF/
13.444 CURRENT & DRIFT: During their ATTACKER APh (only), each amphibian/
13.445 ATTACKS: All attacks resolved on the IFT [EXC: OBA; attacks by FB/
13.446 AGROUND: LC cannot run Aground (i.e., no 12.21 DR are made).
13.447 WADING INFANTRY/
[Note again that 13.441-.447 apply only if Heavy Surf is in effect in the unit's Location; 13.43.]
13.448 WIND FORCE: When Heavy Surf is in effect, Heavy Winds exist for the entire scenario; i.e., no DYO Wind Force DR is made, and a Wind Change dr of ≥ 5 has no effect. See also B25.63.
13.449 NAVAL OBA: Heavy Surf does not add a +1 IFT DRM to Naval OBA (14.6) attacks, but does add a +1 drm to its Accuracy dr (14.64).
13.45 BORE SIGHTING: An OCEAN hex may be Bore Sighted only if it is shallow.
13.46 OVERLAY ENTRY: A Watercraft [EXC: a DD tank expending amphibious MP] entering an OCEAN hex from offboard is considered (for LOS and TH purposes only) to have expended four MP to enter that hex, thus in most cases negating TH Cases C1, C2, J1 and J2. In addition, a Gun on land may claim a ½ " -1 Target Acquisition the first time it fires in the game, provided it uses the Vehicle Target Type to fire at a Watercraft [EXC: a DD tank expending amphibious MP] in an OCEAN hex during that Watercraft's initial MPh (or DFPh) of the game and voluntarily relinquishes its HIP and "?" (if any) to make that shot.31
13.47 SMOKE: SMOKE from grenades/
13.48 SUNK BOATS: E5.531-.532 do not apply in shallow OCEAN. The former Passengers of a boat (not LC) that is sunk while Beached across a shallow-OCEAN hexside (or while un-Beached in a shallow OCEAN hex) become Wading Infantry in that shallow-OCEAN hex. All SW and Guns aboard a boat (not LC) that sinks in shallow OCEAN are eliminated.
13.491 BERSERK: Units in OCEAN hexes are not considered Known for berserk creation/
13.492 PARATROOPS & GLIDERS: A ⅝ parachute that lands in shallow OCEAN is considered to be Wading and must take a NMC as per E9.42, but with a + DRM as per 13.4222 (as if it were a Wading vehicle) and an extra +1 DRM if Heavy Surf is in effect; 13.421 applies to the NMC DR result. A ½" parachute that lands in shallow OCEAN is eliminated. For the purposes of E8.23-.232, a glider that lands in shallow OCEAN is treated as if landing in a fordable river [EXC: an extra +1 drm applies to its Crash dr if Heavy Surf is in effect in its hex], and all Wading effects apply to its Passengers.
13.493 RUBBLE: A shallow-OCEAN Location containing a Rubble counter is considered a rubble land - not an OCEAN - Location.
13.494 FROZEN: B21.6 applies if OCEAN is frozen.
13.495 CC: CC attacks are NA in non-frozen OCEAN CC Locations.
13.5 FORTIFICATIONS: The only Fortifications that may be set up in OCEAN/
13.6 SEAWALLS: If a SSR states that a seawall32 exists, all Beach-Hinterland hexsides designated by that SSR become seawall hexsides as well. In addition, the seawall will be defined as being either High or Low. A seawall never exists along a Steeply Sloped beach nor along an OCEAN-Hinterland hexside.
13.61 HIGH: A high seawall is equivalent to a one-level cliff rising from the level -1 Beach; no wall rules apply. However, no cave may have a high-seawall hexside as its CA Hexside (11.1), and only Commandos may Climb a high seawall. See also 13.24.
13.62 LOW: A low seawall is treated as a normal wall (B9.) except as stated otherwise.
13.621 MOVEMENT: Infantry/
13.622 LOS: A unit entrenched in a Beach hex has no LOS across/
EX: See the 13.23 illustration; assume a low seawall along all Beach-Hinterland hexsides and no PTO Terrain. Regardless of whether the beach is Slightly or Moderately Sloped, all Japanese units have a LOS to all U.S. units. However, the 4-4-8's LOS to (and hence its attacks vs) LC "H", the 7-6-8, 5-5-8 and 4-5-8, receives a +1 LOS Hindrance. If any Japanese squad(s) use(s) Small Arms vs the 6-6-8, the latter cannot claim a low-seawall Hindrance. If the 6-6-8 had moved adjacent to the non-entrenched 4-4-7, the latter could claim Wall Advantage (but not wall TEM; 13.623) vs a Direct Fire attack. If the three U.S. squads in Beach hexes were entrenched, regardless of whether or not the Japanese squads were entrenched, the only LOS that could exist between any of those opposing squads would be between the 4-4-7 and the 6-6-8, and between the 4-4-7 and the 5-5-8 (and those LOS would he unhindered). An unhindered LOS exists from hex E10 to G10, and likewise from hex 433 (or 420) to 446, even if the units therein were entrenched.
13.623 TEM: A non-entrenched unit in a Hinterland hex that contains a low-seawall hexside may claim Wall Advantage over that hexside in the normal manner, but cannot claim its TEM/
13.624 BREACH: A Mobile dozer may Breach a low-seawall hexside just as if it were Clearing a roadblock. A low-seawall hexside may also be Breached by a HE Concentration from OBA of ≥ 100mm, or by a DC Set in the Beach hex as a declared Breaching attempt vs a specific seawall hexside of that hex. If the FFE achieves an Original KIA DR in either hex common to that hexside, one low-seawall hexside of that hex is Breached (use Random Selection if ≥ one exists in the hex). If the DC achieves a Final KIA DR, the specified low-seawall hexside is Breached. A low-seawall hexside may also be Breached by a British AVRE as per 13.62 and British Vehicle Note 37, but only if the AVRE is in a Beach hex. A Breached seawall is treated as Open Ground for movement/
13.625 FASCINE: A Churchill AVRE (British Vehicle Note 37) in a Beach hex may place a fascine "against" a low-seawall hexside (of its hex) that is within its VCA, provided the AVRE is Mobile but Stopped. Such placement costs the AVRE one Delay MP. Thereafter, any Mobile full-tracked vehicle may cross that hexside at a cost of 25 % of its printed MP allotment plus the COT of the hex entered.
13.7 PIERS: All rules for non-pontoon bridges apply to piers except as stated otherwise. Piers may be "wooden" or "stone", as indicated by each Pier counter's brown and gray sides. Each Pier counter must be set up in a water or Beach hex. A unit on a pier is placed above the Pier counter, and occupies a separate, Level 0 pier Location. A pier Location is considered a paved road for setup purposes (see also 13.73).
13.71 LOS: Vs a LOS that begins and ends in non-adjacent water/
13.711 LARGE VEHICLES: If the LOS to/
13.72 TEM: A pier Location is Open Ground with a 0 TEM. A unit on a pier can claim Height Advantage (B10.31) only vs an adjacent, in-LOS unit in a water/
13.73 ENTRY: Infantry changing elevation while entering/
13.731 (UN)LOADING LC/
13.732 (UN)LOADING BOAT: Only Personnel may (un)load from/
13.733 SW: Infantry/
13.734 DRIFT: A LC/
13.81 BYPASS: Bypass along a Beach/
13.82 CORAL SOIL: If a SSR states that Coral Soil is in effect, all Entrenching Attempts receive a +2 DRM and Mud effects are NA.
13.83 STRAYING: During a night scenario, a unit that begins its MPh with a LOS to a Beach/
13.84 VP: Casualty VP are amassed for units/