13. Beaches

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/LAKE/RIVER: An OCEAN overlay may be used to represent part of a lake or wide river instead of ocean. For rules purposes, the term "Ocean" refers only to that particular type of Water Obstacle, while "OCEAN" is defined to mean "Ocean, Lake or River (as applicable to the scenario)". OCEAN rules apply to mapboard (and Overlay Be7) river hexes only if ≥ one OCEAN-overlay hexside covers ≥ one of those mapboard-river hexsides. An OCEAN river (i.e., an OCEAN overlay defined as a river, plus all mapboard/Overlay-Be7 river hexes treated as OCEAN) still uses river current as per B21.121.

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/shallow, Fording - not Wading (13.42) - rules are in effect (and LC cannot run Aground as per 12.21) in those river hexes. However, if any OCEAN-overlay hexside does cover a board-7 river hexside (e.g., using OCEAN overlays to cover one side of the river so that the other side in effect becomes an uneven shoreline), then those river hexes would be considered OCEAN hexes, and the rules for Wading and running Aground would apply in all shallow-OCEAN hexes.

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/OCEAN overlay [EXC: Bypass is NA; 13.81].

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/Wreck/AFV/Rubble counter in that jungle hex would still Hinder that LOS [EXC: as per D9.4], and Bypass along that hexside would be NA.

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/LOF purposes, each hexside common to both a stream hex and an Effluent hex is considered a stream hexside as per the last sentence of G.1 (i.e., as if that Effluent "end-hex" too were a stream hex). Frigid-water effects do not apply in an Effluent hex. A frozen Effluent hex is Ice that cannot collapse.

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/OCEAN overlay is in use. Each hexside common to both a Beach hex and a Hinterland hex is termed a Beach-Hinterland hexside. Each hexside common to both an OCEAN hex and a Beach hex is termed a Beach-OCEAN hexside. SSR will define the Slope of the Beach as Slight, Moderate or Steep, which will affect LOS, MF/MP costs and TEM along/across Beach-OCEAN/Beach-Hinterland hexsides and also determine the number of shallow-OCEAN hexes (13.4).

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/across, as well as all types of movement across, ≥ one such Beach-Hinterland hexside treats all Beach (and OCEAN; 13.4) hexes as being at Level 0 - as do all activities possibly affected/prohibited by relative elevations (e.g., A9.22, C2.6, C7.22, C13.61, D9.4, etc.).

13.22 MODERATE: A Moderately Sloped Beach hex is treated as per 13.21 [EXC: all LOS along/across, as well as all types of movement across, ≥ one such Beach-Hinterland hexside treats all Beach and OCEAN hexes as Level 0 Deir (F4.) hexes, with all Beach-Hinterland hexsides acting as the deir's Lip].

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/LC (or vice-versa) will receive no Hindrance or terrain modifier. The 4-5-8 would expend one MF to enter H9.

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/Dune overlay that is partially or wholly surrounded by (i.e., that lies adjacent to) ≥ one OCEAN hex is considered the equivalent of a Beach overlay (a Dune would be considered Low, and its Dune Crest would still exist). However, in DYO scenarios the number of hexes comprising it does not change due to Tide (see 13.97).

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/DEEP WATER: An OCEAN hex is Level -1 Open Ground (but see also 13.21-.22), and is either Deep or Shallow water depending on the Beach's Slope and proximity. An OCEAN hex is shallow only if it is within three hexes of a Slightly Sloped Beach hex, or is within two hexes of a Moderately Sloped Beach hex, or is adjacent to a Steeply Sloped Beach hex [EXC: see 13.43]. A shallow-OCEAN hex is not a land hex, but is not considered a Water Obstacle to Infantry, cavalry, horses, vehicles [EXC: boats and LC], rubble, and A-T mines (14.53). A deep OCEAN Location is a Water Obstacle.

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/occupies a shallow-OCEAN (including a Submerged-reef; 13.431) Location is said to be Wading. Wading - not Fording - rules apply in shallow-OCEAN.30 A Wading unit is treated as being in a shallow stream (but not in/lN a Depression) except as stated otherwise below.

13.421 INFANTRY/Cavalry: HE (and DC) FP is halved vs Wading Infantry, Cavalry and horses, in addition to all other modifications of that FP [EXC: CH]. Wading Infantry/Cavalry may not form multi-hex FG, and their Small-Arms/LMG attacks are halved as Area Fire. (They also cannot conduct CC; 13.495.) A Wading SMC may neither direct nor modify any type of attack. Wading Infantry/Cavalry are immune to PTC, LLMC, LLTC and booby-trap attacks, and are not subject to Pin/Heat-of-Battle results. Wading Infantry/Cavalry that suffer a break/Step-Reduction result for any reason always suffer a Casualty Reduction result instead. Broken Infantry may rout into a shallow-OCEAN Location only to avoid Failure-to-Rout elimination, or to load onto a LC/amphibian during a Seaborne Evacuation(14.41). If River heavy current (B21.12) is in effect in OCEAN hexes, Infantry/Cavalry cannot Wade upriver. If Heavy Surf is in effect, see also 13.443, 13.445 and 13.447. For a Seaborne Assault/Evacuation see also 14.32.

13.4211 SW/GUNS: No SW/non-vehicular-Gun may be fired, (un)dismantled, (un)Packed or (un)Limbered by Infantry in a shallow-OCEAN Location [EXC: such Infantry may fire LMG (as Area Fire; 13.421)]. Each unpossessed SW/non-vehicular-Gun in a shallow-OCEAN Location is eliminated unless on some form of conveyance.

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/SUBMERGED: A SSR will state that the reef is either Exposed or Submerged. Each Exposed-reef hex is considered a Level -1 Hammada (F3.) land hex and Inherent Terrain, in which all rules for hammada apply unchanged [EXC: Mud effects are NA; no Hammada Immobilization DR (F3.31) is required of Watercraft in an Ocean hex adjacent to an Exposed-reef hex; see also 13.5]. An Exposed-reef hex is considered part of an Island for Drift purposes (13.444), and is never a Hinterland hex. Each Submerged-reef hex is considered a shallow-Ocean hex, all the rules for which apply unchanged therein [EXC: a LC may neither set up in nor enter a Submerged-reef hex, but may Beach across one of its hexsides] .

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/boat that un-Beached in that hex]. If using Platoon Movement, one DR-and-dr is made for the entire platoon.

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/will not perform any other action in that phase). A separate DR is made for each LC even if using Platoon Movement. A +1 DRM applies if the LC's Inherent crew is Inexperienced (12.113), as does a +1 if the LC is adjacent to ≥ one Hinterland/Steeply-Sloped-Beach/non-Beach-Island hex, and a +1 for each other LC (and for each amphibian/non-Passenger wreck) in the same Ocean Location with the LC. A Final (un)Beaching DR of ≤ 8 has no adverse effect on the LC; if that DR is a 9 or 10 the LC immediately becomes TI (unless devoid of PRC) and if presently Beached it becomes un-Beached (or if presently un-Beached it becomes Beached); if that DR is ≥ 11 the LC immediately Broaches (13.4421). Q&A

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/damage by any Tetrahedrons/A-B-mines (14.51/14.53) present in the hex. If the LC is immobilized and has no lowered ramp, it automatically becomes Stopped when its TI counter is removed.

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-B-mines in its hex.

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/MP costs for (un)loading Passengers (including vehicles/Guns) from/onto Watercraft in an Ocean hex (or across a Beach-Ocean, or Ocean-Hinterland, hexside) are doubled (FRU after all doubling).

13.444 CURRENT & DRIFT: During their ATTACKER APh (only), each amphibian/swimmer in a deep-Ocean hex, and each boat/LC in any Ocean hex, Drifts (maintaining the direction of its VCA) one hex toward the nearest (in hexes) land hex that is not part of an Island [EXC: no Watercraft/swimmer Drifts thusly if it is presently Aground and/or adjacent to a land/reef hex, or if during the current Player Turn it has exited a land hex or (un)Beached]. If ≥ two such eligible land hexes exist, one of them is chosen randomly. Each unit Drifts individually; i.e., not as part of a platoon. For Drowning (E6.21) purposes only, swimmers are considered to be in a Heavy current. Current has no other effect in Ocean hexes [EXC: for Drowning purposes only, a swimmer in a deep-lake hex, as well as one in a deep-Ocean hex in which Heavy Surf is not in effect, is considered to be in a Slow current].

13.445 ATTACKS: All attacks resolved on the IFT [EXC: OBA; attacks by FB/DB; A-B mines (14.53); Collateral Attacks; for Beach-Obstacle elimination purposes (14.56)] made from/vs an Ocean Location receive an extra +1 TH (if ordnance) or IFT (if non-ordnance) DRM. A Fire Lane ends in the first Ocean Location it enters. A dr 2 sniper attack vs a target in an Ocean Location has no effect. A -1 drm applies to each Tetrahedron (14.51), and a +1 drm applies to each A-B mine, attack dr vs a LC.

13.446 AGROUND: LC cannot run Aground (i.e., no 12.21 DR are made).

13.447 WADING INFANTRY/Cavalry: All cavalry, horses, and unbroken Infantry, in shallow Ocean are considered CX unless aboard a Watercraft. They become CX immediately upon their entry into (or rally in) shallow Ocean, and that status cannot be removed until the unit is on land or aboard a Watercraft (or LC wreck), at which time it becomes eligible to lose its CX status in the normal manner (as per A4.51).

[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/ordnance/dispensers may not be fired/placed into/in, and OBA SMOKE has no effect in, an OCEAN Location [EXC: Drifting SMOKE].

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.

13.49 OCEAN MISCELLANEOUS

13.491 BERSERK: Units in OCEAN hexes are not considered Known for berserk creation/charge purposes. In addition, when a unit on land suffers a berserk result but the closest (to it) Known enemy unit on land is farther from it than the closest (to it) enemy unit in an OCEAN hex in its LOS, the result is changed to Battle Hardening instead.

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/reef hexes are Beach Obstacles (14.5). F7.42 applies for Beach hexes. Tunnels are NA in Beach/OCEAN/reef hexes.

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/Cavalry crossing a low seawall from its Hinterland to its Beach side do not expend the one MF normally required for crossing a wall. Vehicles may cross a low seawall only as per 13.624/13.625.

13.622 LOS: A unit entrenched in a Beach hex has no LOS across/along a low-seawall hexside/hexspine to any Level 0 Hinterland Location that lies beyond the Hinterland hex common to that hexside/hexspine. Otherwise, a low-seawall hexside does not block LOS, regardless of the beach's Slope; however, a LOS traced across any (but along no) low-seawall hexside to or from (i.e., not "to/from") a Level 0 Hinterland Location is subject to a +1 LOS Hindrance if that hexside is common to neither the hex that LOS originates in nor the hex it ends in. The maximum possible low-seawall Hindrance is +1, regardless of the number of such hexsides the LOS touches.

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/HD benefits, [EXC: it may claim the +1 wall TEM vs Indirect Fire as per B9.34 as if the seawall were a normal wall]. A low seawall is not considered a wall for the purpose of firing HEAT (re C8.31).

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/Manhandling purposes [EXC: it still negates FFMO in the Beach hex], but otherwise retains low-seawall characteristics.

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/Beach Locations, each intervening stone-pier hex is an Inherent-Terrain (B.6) obstacle while each intervening wooden-pier hex is an Inherent-Terrain +1 LOS Hindrance. A pier hex is neither a Hindrance nor an obstacle to LOS that begins at ≥ Level 0 and ends in a water/Beach Location (or vice-versa) [EXC: if that water/Beach Location is adjacent to a pier hex crossed/touched by that LOS, that LOS is blocked or Hindered as if beginning and ending in non-adjacent water/Beach Locations]. A pier hex has no effect on LOS that neither begins nor ends in a water/Beach Location.

13.711 LARGE VEHICLES: If the LOS to/from a vehicle whose Target Size is -2, -3 or -4 would be blocked by an intervening stone pier, the unit/target to which that LOS is being drawn is treated as being directly behind a stone wall and receives the TEM/HD-status thereof even if not adjacent to that pier. Such TEM is not cumulative with any other +TEM [EXC: mud/DEEP-snow TEM]. See also 13.72.

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/Beach Location [EXC: not if that adjacent unit is a vehicle whose Target Size is -2, -3 or -4]. See also 13.711.

13.73 ENTRY: Infantry changing elevation while entering/exiting a pier Location expend MF as if crossing a hill Crest Line [EXC: diving/jumping into deep water; E6.1]. No Gun, vehicle or Horse counter may be moved to/from a pier Location directly from/into a water or Beach hex. Only Infantry/boats-(E5.) may set-up/enter beneath a wooden pier [EXC: Infantry are NA in deep water]. No unit may set-up/enter beneath a stone pier.

13.731 (UN)LOADING LC/AMPHIBIAN: A Mobile LC may expend a Stop MP in a water Location adjacent to a pier, even if using forward movement. Likewise, a Mobile amphibian may expend a Stop MP in a water/Beach Location adjacent to a pier. In either case, the Stopped vehicle may (un)load Personnel (only) directly onto/off-of that pier, at a cost of 50% (FRU) of their respective MF/MP allotments [EXC: 100%, if Heavy Surf effects apply in that water Location; 13.443]. No extra cost applies for COT or for (un)loading to/from a different elevation, nor does such (un)loading lower the LC's ramp. The ability to (un)load in this manner does not itself prevent an amphibian from instead (un)loading Passengers into/from its own shallow water hex, but would prevent a LC from doing so because it would be Mobile but not Beached.

13.732 (UN)LOADING BOAT: Only Personnel may (un)load from/onto a boat (E5.) directly to/from a pier Location, and only if that boat is Beached across a hexside of a pier hex. A boat may Beach across a hexside of a pier hex in the normal (i.e., as given in E5.) manner, but cannot do so while beneath any Pier counter (nor may it un-Beach from a pier to directly beneath a Pier counter).

13.733 SW: Infantry/Personnel entering/exiting a pier hex may carry their possessed SW unless otherwise unable to.

13.734 DRIFT: A LC/amphibian does not Drift if it would Drift into a pier hex. A boat-(E5.)/swimmer-(E6.) does not Drift if it would Drift into a stone-pier hex.

13.8 MISCELLANEOUS

13.81 BYPASS: Bypass along a Beach/OCEAN overlay hexside is NA.

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/OCEAN Location is exempt from Straying in that MPh. A Straying unit that gains a LOS to a Beach/OCEAN Location during a daytime/night scenario immediately becomes TI.

13.84 VP: Casualty VP are amassed for units/equipment wrecked/eliminated by Swamping (13.4222; 13.441) or Broaching (13.442).

13.9 DYO: To set up a DYO scenario using any Beach/OCEAN overlay(s), carry out the following procedures in the order given:

13.91 REEF: If the scenario will be Allied-vs-Japanese, set in 1943-44, and will use the OCEAN overlay(s) to represent Ocean, a dr is made after setting up all mapboard(s) and Beach overlay(s) but before placing the OCEAN overlay(s) and purchasing units. If this Final dr is ≥ 5, a reef exists. A -1 drm applies if the amphibious side is wholly non-U.S. Unless the players agree otherwise, the reef will comprise the (Alternate) Hex Grain that lies adjacent to the (Alternate) Hex Grain of Ocean hexes forming the amphibious side's entry/exit area.

EX: If a reef exists on Overlay OC1, and if hexrow 1001-1013 is the amphibious side's entry/exit area, the reef will lie in hexes (i.e., in hexrow) 1014-1026.

13.92 BEACH SLOPE: Make a dr to determine the beach's Slope. A -1 drm applies if a reef exists. If the Final dr is ≤ 2, the Slope is Slight; if 3 or 4 it is Moderate; if ≥ 5 it is Steep.

13.93 BEACH WIDTH: Determine the High- and Low-Tide width of the beach (i.e, its minimum and maximum possible width in Beach hexes between the Hinterland and OCEAN). If the beach is Slightly or ModerateIy Sloped, make a DR: the colored dr divided by two (if it is Slightly Slopped) or by three (if it is Moderately Sloped) equals (FRU) its High-Tide width; the white dr divided by the same number (i.e., by two or three; FRU) and then added to the High-Tide width equals the beach's Low-Tide width. If the beach is Steeply Sloped, its High- and Low-Tide widths are always one and two hexes respectively.

13.94 PURCHASES: Both sides make all DYO purchases. The BPV cost to Waterproof a vehicle is "2".

13.95 DEFENDER SETUP: Set up all OCEAN overlays. If they represent Ocean, set them up so that the beach is at its Low-Tide width otherwise, set them up to show the beach is at its High-Tide width. The player judged to be defending the beach then sets up; see also 13.5 and 14.2-.21. Any OCEAN hex that is/could-become (13.97) shallow may be Bore Sighted, provided Bore Sighting is otherwise allowed by C6.4-.44.

13.96 UDT: After resolving all Recon dr (if any, E1.23), all Underwater Demolition Team (14.561) dr are made and resolved.

13.97 TIDE: The player conducting the amphibious operation (or judged not to be defending the beach) declares the Tide to be either High or Low [EXC: if the OCEAN overlay represents lake or river terrain, assume the "Tide" to be High]. This, in conjunction with 13.93, determines the beach's actual width for the scenario. Note that this may alter the setup terrain of (and thus might eliminate; 14.56) some/all Beach Obstacles. In addition, if a reef exists, a High Tide makes it Submerged while a Low Tide makes it Exposed. All Bore Sighting in what are now deep OCEAN hexes is lost. All A-T mines now in shallow OCEAN become A-B mines.

13.98 SURF: If the OCEAN overlay(s) represent(s) Ocean, make a dr to determine if Heavy Surf is in effect. If the Original dr is a 6, it is; otherwise it is not.

13.99 ATTACKER SETUP: The other player sets up, all Bombardments if any) are conducted (see also 14.56/14.7), and play is ready to begin.