8.1 Rice paddies (hereafter referred to as paddies) are a terrain feature of Overlay 3 and of each overlay whose ID is prefixed by "RP". A paddy consists of two parts: the interior, which is brownish-green on the overlay; and the banks, which are the narrow Open-Ground-color areas along the hexsides of that hex. Units in the interior of a paddy are said to be IN it, while those on (as opposed to just crossing) its banks are placed above a Bank counter (8.21) in the hex. Being "in" a paddy hex refers to being in either/
RICE PADDY STATE | |||
Final dr | State | drm | |
≤ 2 | In-Season | -2 | EC are Dry or Very Dry |
3-4 | Drained | -1 | EC are Moderate |
≥ 5 | Irrigated | +2 | EC are Wet/ |
8.11 DRAINED: The interior of a Drained paddy is Open Ground aside from the cover provided by its banks; see 8.3.
8.12 IRRIGATED: No Fortification [EXC: mines/
8.13 IN-SEASON: The interior of an In-Season paddy is Grain; see 8.2, 8.4 and 8.6. However, it is Concealment Terrain only for Infantry (and their possessed SW), Dummy stacks, Fortifications and Emplaced Guns. Mud can exist IN In-Season paddies even though their interior is not Open Ground as defined in E3.65; see 8.5
8.2 ENTRY: A unit enters a paddy hex either onto its banks (8.21) or INTO its interior. Except as stated otherwise (see 8.12, 8.22 and 8.8), the only units that may set-up-lN/
8.21 BANKS: A Bank counter does not create a new Location or change stacking limits. The only units that may cross a bank hexside are those allowed to enter INTO a paddy (8.2) [EXC: bicyclists may cross a bank hexside if they are entering either onto a Bank counter or a road]. The only units that may set-up/
8.2101 If the unit is currently IN a paddy or in a non-paddy hex, it may enter directly onto a Bank counter in an adjacent paddy hex provided it crosses a bank hexside as it enters that hex. The normal cost for this is one MF (or three MP for a cycle) to cross that bank hexside plus one MF (or three MP) to enter onto the Bank counter. Mud MF/
8.2102 If the unit is currently IN a paddy or in a non-paddy hex, it may enter directly INTO an adjacent paddy hex. The normal cost for this is one MF/
8.2103 If the unit is currently IN a paddy, it may directly enter an adjacent non-paddy hex. The normal cost for this is one MF/
8.2104 If the unit is currently IN a paddy, it may enter directly onto a Bank counter in that same hex. The normal cost for this is one MF (or three MP for a cycle). Mud MF/
8.2105 If the unit is currently on a Bank counter, it may enter directly onto a Bank counter in an adjacent paddy hex provided it crosses a bank hexside as it enters that hex. The normal cost for this is one MF (or three MP for a cycle). Mud MF/
8.2106 If the unit is currently on a Bank counter, it may enter directly INTO an adjacent paddy hex provided it crosses a bank hexside as it enters that hex. The normal cost for this is one MF (or three MP for a cycle) to cross that bank hexside plus the IN-hex COT (8.2) of that hex. Mud MF/
8.2107 If the unit is currently on a Bank counter, it may directly enter an adjacent non-paddy hex. The normal cost for this is one MF (or three MP for a cycle) to cross that bank hexside plus the COT of the non-paddy hex. Mud MF/
8.2108 If the unit is currently on a Bank counter, it may enter directly INTO that same hex. The normal cost for this is the IN-hex COT (8.2) of that hex. Mud MF/
EX: Squad A wishes to enter INTO oM4 and oM3. If the paddies are Drained, as per 8.2102 it will expend two MF (1 [cross bank hexside] + 1 [enter INTO Drained paddy] = 2) to enter each hex. If the paddies are Irrigated, each hex will cost four MF (1 [cross bank hexside] + {½ [Open Ground mud] x 2 [enter INTO Irrigated paddy]} = 4). If the Paddies are In-Season, each hex will cost 2½ MF (1 [cross bank hexside] +1½ [ enter INTO In-Season paddy {grain}] = 2½.
If squad A wished instead to move/
EX: If the paddies are In-Season and squad B wishes to enter INTO oM3, it can do so in any of three ways: by entering directly INTO oM3 from above the oL3 Bank counter (8.2106), at a cost of 2½ MF (1 [cross bank hexside] +1½ [enter INTO In-Season paddy] = 2½); by entering onto the banks of oM3 (8.2105) and then going INTO that hex (8.2108), at a cost of 2½ MF (1 [enter onto Bank counter] + 1½ [enter INTO In-Season paddy] = 2½); or by entering first INTO oL3 (8.2108) and then INTO oM3 (8.2102), at a cost of four MF (1½ [enter INTO In-Season paddy] + 1 [cross bank hexside] + 1½ [enter INTO In-Season paddy] = 4).
EX: Squad C must expend at least two MF to enter onto the oL3 Bank counter, but can do so in any of three ways: as per 8.2101 (1 [cross bank hexside] +1 [enter onto Bank counter] = 2 MF); as per 8.2104 and 8.2105 (1 [enter onto Bank counter in oL2] + 1 [enter onto Bank counter in oM3] = 2 MF); or as per 8.2102 and 8.2104, which would cost it ≥ three MF (one MF to cross the bank hexside INTO oL3, plus the applicable IN-hex COT of oL3, plus one to enter onto the Bank counter).
EX: Since hexside oJ4-oK5 is not a bank hexside, as per 8.2102 squad D may enter directly INTO oJ4 at a cost of one MF if the paddies are Drained, three MF if they are Irrigated, or 1½ MF if they are In-Season. If squad D instead wished to enter onto the banks in oJ4, it would first have to enter INTO that hex (8.2102) and then, in a separate expenditure, pay one MF to go onto a Bank counter (8.2104). If squad D were Riding a cycle and wished to enter onto the banks in Drained paddy hex oJ4, it would first have to expend three MP to enter INTO that hex and then separately spend three more MP to go onto a Bank counter.
8.211 RESTRICTIONS: A unit above a Bank counter may not attempt to Recover/
8.2111 INFANTRY: Each Infantry unit above a Bank counter is subject to Hazardous Movement penalties (and thus cannot gain "?") the entire time it is above that counter; should the unit also be engaged in another Hazardous Movement activity (e.g., being in Column; E11.52), these penalties are not cumulative with each other. An Infantry unit above a Bank counter is considered to enter INTO its hex only (and does so immediately) when it expends the applicable IN-hex COT to do so (including during the RtPh/
EX: See the 8.2108 illustration, and assume the paddies are Irrigated. If squad B had already expended two MF (even if using Assault Movement) and then been pinned or broken by Defensive First Fire in its present position, it would have immediately entered INTO oL3 at a cost of three more MF (thus determining how many more times it could be Defensive First Fired on) but would not become CX.
8.2112 CAVALRY/
EX: Unless Bailing out, Cavalry on a Bank counter can dismount only onto its bank counter, and expends the normal one MF to do so. Infantry IN any type of paddy can mount a horse or cycle on a Bank counter in that hex only by first expending one MF to enter onto that Bank counter and then expending the normal one MF to mount. If Infantry on a Bank counter wish to mount transport IN their In-Season paddy hex, they must expend 2½ MF to do so (1½ [enter INTO in-season paddy] + 1 [load] = 2½.
8.212 ATTACKS: Infantry above a Bank counter are subject to Hazardous Movement (8.2111), and may use only Inherent FP/
8.2121 UNDERBELLY HITS: An AFV is subject to Underbelly Hits as it crosses an unbreached (8.8) bank hexside.
8.2122 MINES/
8.213 SW/
8.22 AERIAL: All parachutes and gliders landing in paddy hexes land directly IN them. A ⅝ parachute landing IN an Irrigated paddy must immediately take a NMC as per E9.42. Paratroops appearing onboard as per E9.6may not enter onto a Bank counter during that same APh. A glider landing IN any paddy receives the + 1 "hedge" Crash drm if it lands across a bank hexside as per E8.231.
8.3 TEM: A bank hexside is treated as a hedge for TEM purposes [EXC: in addition to the effects of Indirect Fire (B9.34), its + 1 TEM is reduced to zero if the firer is at any elevation ≥ the target's, if the target is above a Bank counter, and/
EX: See the 8.2108 illustration and assume the paddies are Drained. None of the squads shown can claim a bank-hexside TEM vs Indirect Fire (B9.34). However, if squad A were an enemy unit and attacked squads B, C and D with other than a mortar/
8.31 AFV/
8.4 LOS: Entrenched Infantry treat all bank hexsides as hedges for LOS purposes (B9.21) [EXC: Wall Advantage rules are NA; 8.3]. Reciprocity applies. LOS to/
EX see the 8.2108 illustration and assume the paddies are In-Season. Squad A's LOS to squad C incurs a + 1 Hindrance (+2 [Hindrance effect of hexes oM4t and oL3] * ½ = +1), as does its LOS to oK2 (+3 [Hindrance effect of hexsides oL4-oM4 and oK3-oL2, and of hex oL3] * ½ = + 1½ FRD = +l). Squad A's LOS to oJ1 incurs a + 2 Hindrance (+4 Hindrance effect of hexes oL4, oL8, oK3 and oK2] * ½ = +2), but its LOS to squads B and D is unhindered (+1 [Hindrance effect of hexside oL4-oM4 or oL4-oL5 respectively] * ½ = + ½ FRD = 0). The LOS from squad B to oJ1 (and vice-versa) receives a + a Hindrance (+2 [Hindrance effect of hexes oK2 and oK3] * ½ = +1). If squad D were entrenched it would have no LOS to the other squads.
8.5 MUD: Mud can exist in/
EX: See the 8.2108 illustration, and assume the paddies are Drained and EC are Mud. Squad B begins its MPh by declaring Double Time and moving INTO oL3 at a cost of one MF (the extra ½ MF for EC mud does not apply; 8.2108). Next it moves INTO oM3 at a cost of 2½ MF (1 [cross bank hexside] + ½ [EC mud] + 1 [enter INTO Drained paddy] = 2½). It then enters onto a Bank counter in oM3 at a cost of one MP (again the extra ½ MF for EC mud does not apply), and lastly it moves onto a Bank counter in oM2 at a cost of 1½ MF (1 [enter onto Bank counter] + ½ [EC mud] = 1½)
If squad B had instead begun its MPh by exiting the Bank counter directly INTO oM3 and from there moving directly onto a Bank counter in oM2, it would have expended 2½ MF to enter each hex: (1 [cross bank hexside] + ½ [EC mud] + 1 enter INTO Drained paddy] = 2½) for oM3; and ( 1 [cross bank hexside] + ½ [EC mud] + 1 [enter onto Bank counter] = 2½) for oM2.
If squad B had never left the banks as it moved to oM3 and oM2, it would have expended 1½ MF (1 [enter onto Bank counter] + ½ [EC mud] = 1 ½ in each hex
EX: See the 8.2108 illustration, and assume that mud is in effect in/
8.6 FIRES: No Terrain Flame/
8.7 FORTIFICATIONS: Except as otherwise prohibited, all types of Fortifications may be set up IN Drained/
8.71 TRENCHES: Infantry ignore the Cost of crossing a bank hexside when entering one Trench counter directly from another. The provisions of B27.4-.41 apply unchanged IN paddies. See also 8.4.
8.72 SHELLHOLES: Shellholes can occur IN Drained/
EX: Shellholes IN an In-Season paddy allow Infantry to enter both that hex's interior and the shellholes simultaneously, at a cost of two MF plus any cost to cross a bank. In addition, the grain in that paddy hex is considered non-existent for all purposes.
8.73 SUBTERRANEAN: No type of subterranean passage may exist in an Irrigated paddy hex.
8.8 BREACH: A Mobile dozer may breach a bank hexside of a Drained/
EX: See the 8.2108 illustration, and assume that the paddies are Drained and hexside oL2-oL3 is breached. Squad C may enter INTO oL8 by expending just the one MF for the IN-hex COT of that hex; i.e., it does not pay a MF to cross that bank hexside. However, if instead wished to enter directly onto the oL3 Bank counter from IN oL2, it would still have to expend the normal two-MF cost to do so (8.2101). The breach would have no effect on squad B's entry into/