O. RED BARRICADES ORDER OF PRESENTATION

1. Debris7. Culvert
2. Railway Embankment8. Gully Entrance Hexside
3. Printed Rubble9. Storage Tanks
4. Single-Hex Two-Story Building10. MOL-Projector
5. RB Factories11. RB Campaign Games
6. RB Cellars

[Rules O.1-O.8 are clarifications of Chapter A-D rules. As such, they apply to the rest of the ASL system as well as to RB.]


O.1 ROAD-NEGATING TERRRAIN (B3.4; B24.121): Infantry may not claim the extra-MF road bonus during a MPh in which they expend extra MF to derive the protection of shellholes/woods - nor may they claim it if they choose the non-Open-Ground cover of an orchard in preference to the Open Ground of a road. A road covered by rubble/debris is treated as non-existent [EXC: for Street Fighting (A11.8) purposes; if Cleared (B24.71)]. Therefore, Dash (A4.63), road bonus (B3.4) and the ½-MP road rate are not allowed in a road hex covered by rubble or debris except via TB.

O.2 SEWERS & FORTIFIED BUILDINGS (B8.44 & B23.922): A unit may not exit a sewer to enter a Fortified Building Location if it could not enter that Location from outside the sewer. A sewer Location may never be Overstacked.

O.2A TUNNELS & FORTIFIED BUILDINGS (B8.61 & B23.922): Only a unit of the side that constructed a tunnel may use that tunnel to enter a Fortified Building Location and may do so even if that Location is enemy-occupied.

O.2B WALL ADVANTAGE & FORTIFIED BUILDINGS (B9.32 & B23.93): A Gun in a Fortified Building (or Pillbox) Location may never claim Wall Advantage. Its manning Infantry could claim it only by first dropping possession of the Gun. Such a Gun can, however, have a LOS to non-adjacent same-level Locations over the wall hexside(s).

O.3 GULLIES & RUBBLE (B19. & B24.2): A combination gully-rubble hex is a LOS obstacle at both its Crest and Depression levels [EXC: rubbled bridge; B6.331] (deleted by errata). A unit IN such a hex must expend four MF to enter Crest status in that hex (B20.91). A Crest unit in such a hex always receives rubble TEM-not entrenchment benefits. All other Crest rules apply unchanged.

O.3A GULLIES & SHELLHOLES (B19. & B2.4): Shellholes occur only IN a Depression - not at its Crest level. The MF cost to enter a gully shellhole Location is as per B19.4.

EX: A squad IN CC3 may move INTO the BB3 gully-shellhole Location at a cost of two MF, or three MP if also using the shellhole TEM. It may continue movement into AA3 at a cost of two MP (Open Ground) or three MP (if using the shellhole TEM).

O.4 FACTORY MOVEMENT (B23.742): A vehicle that changes its VCA in any Factory Location is subject to Bog. A vehicle that becomes Immobile in a Vehicular-Sized Entrance (5.2; B23.742) does not negate Entrance benefits. Any unit may use the Open Ground entrance benefits of a Vehicular-Sized-Entrance - but only when entering it from outside that Factory and not if that Entrance is Roofless (see 5.42). Such use of OG entrance benefits does not negate that hex's Factory TEM.

O.4A FACTORY TEM/HINDRANCE (B23.741): Normal building TEM (usually +3) applies to Indirect Fire vs a non-Rooftop Factory Location (unless Roofless; 5.45). The extra + 1 TEM for a Fortified Factory Location does not apply vs Indirect Fire. For Sniper Target Selection (A14.21) a unit in a stone Factory is considered to have a +3 TEM (+2 TEM if wooden). Factory Hindrance is a half-level LOS Hindrance. See also 5.41.

O.4B FACTORY ROOFTOP ACCESS POINTS (B23.742 & B23.8): Aside from Scaling (B23.424), a Factory Rooftop can be reached from ground level only via a non-rubbled, non-roofless (5.4) Factory Rooftop Access Point; i.e., a printed stairwell or a Location of the Factory that contains a road hexside1. A Factory that contains neither of these Rooftop Access Points must have at least one such Point designated by SSR if its Rooftop is to be usable2. The ground and Rooftop levels of a Factory Rooftop Access Point hex are ADJACENT (see the entry for "Squad K" in the second 5.43 example); intermediate vertical levels do not exist [EXC: for MF-expenditure, LOF and Residual-FP purposes; see O.4C]. Infantry expend two MF (for a 1½-level Factory) or three MF (for a 2½-level Factory) to ascend to the Rooftop or vice-versa.

O.4C ATTACK EFFECTS (B23.8): Infantry changing levels via a Factory Rooftop Access Point may be attacked at ground level (if descending) and/or Rooftop level (if ascending) in the normal manner. However, they may also be attacked at the first-level (and/or second-level if a 2½-level Factory) "quasi-location" of that hex by a unit that has a LOS to that quasi-Location. Such a quasi-Location is not considered Open Ground, but such an attack vs it receives no TEM [EXC: non-Fortified building TEM applies if firing from outside the Factory] and neither Factory nor debris Hindrance DRM. The target is assumed to expend one MF per level changed; if pinned or broken while at that quasi-Location it reverts to the level it was attempting to leave (and may be attacked by any Residual FP at that level as it re-enters it). The Residual FP left by an attack vs such a quasi-Location remains at that level (place the Residual FP counter on the appropriate Level counter) to attack each unit subsequently entering that level in that hex during the same MPh.

A unit at rooftop level in a Factory Rooftop Access Point hex being attacked by a same-hex ground-level unit receives the Height Advantage +1 TEM (B23.81), while the ground-level unit receives Factory TEM (and no additional TEM for a Fortified Building Location) if attacked by that Rooftop unit. Both units may use PBF (since they are ADJACENT; A7.21).

O.5 ROOFTOPS (B23.82): A Rooftop Location is Concealment Terrain only for setup purposes. Once the first RPh has been completed B23.82 comes into effect. A Rooftop Location is not considered a building Location for rout and Victory Condition purposes. A Gun may never be Emplaced (C11.2) on a Rooftop.

O.6 RUBBLE & SEWERS (B24.4): Entrance/exit of a sewer through a rubbled Manhole Location is allowed if the Manhole is in a road hex that can be crossed (not just entered) along the road via a full TB.

O.7 ARMORED CUPOLA (D9.5): Since it is treated as an Immobile tank, CC vs an armored cupola requires the use of PAATC and CCV in the normal manner. An armored cupola set up directly behind a wall/hedge is always assumed to have Wall Advantage over those hexsides (even if set up after an enemy unit that is ADJACENT to it across such a hexside[s]) unless it is Abandoned or its Inherent crew is stunned/shocked. If an armored cupola is set up using HIP, it is revealed when an enemy unit enters its Location (or attempts to claim Wall Advantage while ADJACENT to it). If this occurs in the APh, the entering unit must immediately take a PAATC (if normally required to do so), failure of which Pins it in the armored cupola's Location. An Armored Cupola may also be placed in shellhole or debris terrain. An armored cupola, if considered a Dug-In tank, can become a burning wreck.

O.8 ENTRENCHMENTS (B27.): A trench (including an A-T Ditch) may not occupy the same Location as a foxhole.