4. STREAM-HEX TERRAIN
4.1 STREAM-WOODS/BRUSH/ORCHARD: The KGP maps feature stream-woods (both pine [EX: StMM5] and normal [EX: StMM6]), stream-brush (EX: StMM11), and stream-orchard (EX: StLL14) hexes. Each such supplemental terrain type always rises (to its normal height) from the Crest level of - not from IN - the stream hex. See also B19.5-.52.
4.11 ENTRY: A unit enters a stream- woods/brush/orchard hex across a stream hexside at the normal (for its depth; B20.4-.44) stream cost. If entering across a non-stream hexside, movement costs are cumulative (e.g., five MF to enter a shallow-stream woods/brush hex - three for the shallow stream [B20.43] plus two for the woods or brush [EXC: 4½ MF if a shallow-stream pine-woods hex] - or four MF to enter a shallow stream-orchard hex). Q&A
4.12 CREST: All rules for Crest status (B20.9) apply in a stream- woods/brush/orchard hex. [EXC: Good Order Infantry may gain Crest status in such an Accessible hex, along the non-stream hexside they cross, at a cost of three MF for a stream- brush/woods hex (2½ MF if pine woods) or two MF for a stream-orchard hex. Otherwise, B20.91 applies unchanged].
4.13 TEM: Disregarding SMOKE and Hindrances, a unit IN a stream-woods/brush/orchard hex is in Open Ground if the LOS INTO that hex emanates from within, or lies within the stream depiction (B20.2) as it enters, that hex. Otherwise, a unit in/IN such a hex is not in Open Ground and can claim the hex's woods, brush or orchard (or entrenchment, if applicable as per B20.91-.92) TEM [EXC: Air Burst TEM can also apply to a unit(s) IN a stream-woods hex].
4.2 STREAM CULVERT: A Stream Culvert6 (EX: hex ChLL7; LgL5) represents a man-made, subterranean passage for a stream. It is a separate Location that is indicated by thick black dashed lines showing its outline underground. A unit IN a Stream Culvert is placed beneath a Culvert counter, is considered to be in Open Ground, and has a LOS only to ADJACENT stream (and Stream Culvert) Locations. The normal Stacking limit (A5.1) IN a Stream Culvert is one squad equivalent. Normal rules pertaining to subterranean units/Locations apply unchanged (e.g., E1.923).
4.21 SETUP & ENTRY: No unit/Equipment/Fortification may be set up IN a Stream Culvert. Infantry enter a Stream Culvert as if entering INTO another hex of that stream, but such entry is allowed only from IN an ADJACENT stream (or Stream Culvert) Location [EXC: entry is NA if the stream is flooded]. No ⅝" vehicle/Gun counter may enter a Stream Culvert.
4.22 CREST: Crest status cannot be gained in a Stream Culvert hex, nor can it be gained along a stream-and-Stream-Culvert hexside (e.g., hexside CbLL6-LL7).
4.23 FRIGID: Each Infantry unit IN a Stream Culvert at the end of a Player Turn is subject to Replacement/Disruption at that time, just as if it were IN a frigid Water Obstacle (B20.7).
4.24 ATTACKS vs: No type of attack (or Bombardment) can affect a Stream Culvert itself. Nothing IN a Stream Culvert can be affected by Indirect Fire or Aerial attack. A unit IN a Stream Culvert is an ineligible (A14.22) Sniper target.
4.3 FORD: Printed fords exist on the KGP maps (EX: StMM10). All rules applicable to fords represented by counters (B20.8) apply unchanged.