4.1 NARROW STREET: A Narrow Street is represented on the PB map by a road depiction overprinting ≥ one hexside (EX: hexside PBK13-LI2).8 A Narrow Street can be paved or unpaved.
4.11 MOVEMENT: A Narrow Street is always one-lane (i.e. the restrictions of B6.43-.431 apply as if that "road" were a one-lane bridge).9 A unit Bypassing along a Narrow Street hexside is always assumed to be on the road within its hex - and, if that hexside is also a Crest Line hexside, in the lower of those two hexes. VBM along a Narrow Street is allowed regardless of hexside-to-obstacle clearance (D2.3), and costs half the normal Bypass MP expenditure [EXC: VCA change (D2.33) remains one MP (MF for a Wagon]. Infantry/
EX: See the 4.141 illustration. If squad G Bypasses along Narrow Street hexside K13-L12 (+1 MF for crossing the roadblock), it must still expend two MF to enter building K12 even though part of that Narrow Street extends into K12. The same would be true if squad G moved from L13 into the K13 building.
4.12 MOVEMENT RESTRICTIONS: The following movement-related restrictions apply on a Narrow Street (see also 4.141):
4.121 TCA: A turreted vehicle with a MA Caliber Size of ≥ 50mm and a Barrel Length of other than "*" may be Non-Stopped on a Narrow Street only if its TCA coincides with its VCA or "rear" VCA.
4.122 TCA CHANGE: A vehicle with a MA Caliber Size of ≥ 50mm attempting to change its TCA relative to its VCA while on a Narrow Street must first make a Final TCA-Change dr of ≤ 3. (See also 4.121.) A maximum of two such dr per vehicle may be made per phase. In its MPh, each failed TCA-change attempt costs the vehicle two MP. Only the following Cumulative drm can apply.
+2 | "LL" Barrel Length | +x | Armor Leader modifier |
+1 | "L" Barrel Length | -1 | "*" Barrel Length |
+1 | If BU |
4.123 VCA CHANGE: A motorcycle may expend 1/
4.124 TOWING: A vehicle towing a Gun or trailer may use VBM along a Narrow Street unless otherwise prohibited. However, such a Gun cannot be unhooked while in Bypass during play. A trailer may be unhooked while in Bypass during play (and is eliminated for all purposes thereafter), but only by the crew of the vehicle towing it.
4.125 (UN)LOADING: PRC may (un)load (and their possessed 76-107mm MTR [C10.1] may be "[un]hooked") from/
4.126 RUBBLE/
4.13 ATTACK EFFECTS: The following special cases apply to attacks by/
4.131 SMOKE/
4.132 CC: A vehicle on a Narrow Street is subject to Street Fighting (A11.8) when attacked in CC (including CC Reaction Fire) if its attacker occupies the ground level of a building in one of the two hexes common to that Narrow Street hexside. A +1 DRM applies to all CC CMG attacks by a vehicle currently in CC/
4.14 FORTIFICATIONS: Fortifications not normally allowed in a paved road hex may be placed in a hex with ≥ one paved Narrow Street hexside unless prohibited by other terrain in the hex.
4.141 ROADBLOCK: A roadblock may be placed "across" a Narrow Street by setting up the counter so that it straddles, with its arrow pointing to a vertex of, that hexside. For LOS and movement purposes, the roadblock is considered to extend from center dot to center dot of the two hexes formed by that hexside. A Narrow Street roadblock cannot convey Wall Advantage, provides no TEM vs Indirect Fire or Residual FP and prohibits VBM along the straddled hexside. As a non-Bypassing unit crosses a hexside that is straddled by a Narrow Street roadblock, it must declare a vertex of that hexside in order to establish, vs any ensuing Snap Shot, which "side" of the roadblock it is on (thus determining whether it will be able to claim the roadblock's protective benefits vs that attack).
EX: A roadblock has been placed in hexes L12-KI3, with its arrow Pointing toward the L12-K13-K12 vertex. Since the roadblock is considered to extend from the enter dot of L12 to the center dot of K13, squads F and G have no LOS to each other (B9.2), and squad H can claim neither roadblock TEM nor Wall Advantage if fired on by squad F. Squad G must also expend one MF to cross the roadblock if it Bypasses directly to vertex L12-K13-K12 (the two MF being, expended simultaneously).
Squad H may enter K12 (whether entering or Bypassing the building) without the roadblock affecting its entry cost. If it directly enters building K13, its owner must declare if it crossed the hexside on the vertex L12-K13-L13 or L12-K13-L13 side of the roadblock; if he chooses the latter, an ensuing Snap Shot conducted by squad F (or by any other unit - including one in Bypass at vertex L12-K13-K12 - whose L0S to vertex L12-K13-L13 first crosses the roadblock) will subject to the roadblock's TEM. If squad E enters L12 by Bypassing along Narrow Street hexside L]2-K]2, each ensuing attack vs it [EXC: Indirect Fire] at vertex L12-K12-K13 by any unit whose LOS to that vertex first crosses the roadblock will likewise be Subject to Roadblock TEM.
4.1411 REMOVAL: Clearance attempts vs a Narrow Street roadblock can be made only from any of the four ground-Level Locations that touch the straddled hexside. A unit wishing to use a DC to eliminate a Narrow Street roadblock must occupy one of the three hexes that form a vertex of the straddled hexside, and must declare the attempt to eliminate it. The DC is then Placed/
4.142 MINES: All mines set up in a hex that contains ≥ one paved Narrow Street hexside must be placed on-map, revealed (i.e., with the type and strength of that minefield displayed) unless all the Narrow Street hexsides of that hex also Crest Line hexsides formed by lower-Base-Level hexes. The removal of such revealed mines as per B28.53 is NA. Mines in either of the two hexes common to a Narrow Street hexside (or in both such hexes, if one contains A-P mines and the other A-T mines) can possibly affect a unit using Bypass along that hexside; however, if each such hex contains mines of the same type but of a different strength from that in the other Location, only the higher strength can be used to attack the Bypassing unit. [EXC to both: If that hexside is also a Crest Line hexside, only the mines in the lower-Base-Level hex are used.]
EX: See the 4.141 illustration, and assume that L11, K11, and K12 contain AT minefields of six, eight and twelve factors respectively. which have to have been set up revealed. Any unit Bypassing along the L12-K13 Narrow Street hexside, regardless of which hex that unit occupies, will be attacked by the six-FP L13 minefield. A Unit Bypassing along the K12-KI3 Narrow Street would undergo the twelve-FP attack of the K12 minefield. Note that mines set up in DD11 (not shown) could use HIP since its sole Narrow Street hexside is unpaved.
4.15 RUBBLE: Placing a Rubble counter in a hex that contains a Narrow Street hexside eliminates any roadblock across that hexside, affects all units/
4.2 STEEPLE: A building hex with a black center dot in a white cross (EX: PBII13) denotes a church with a Steeple Location in that hex - i.e., an additional building Location, with an inherent stairwell leading to it from ground level, above what would otherwise be the highest building Location of that hex. Except as stated otherwise, a Steeple Location is treated as a normal building Location [EXC: it cannot be Fortified, has no Rooftop Location, and the +1 drm for stone rubble determination (B24.11) is NA]. Each building Location in the hex beneath the Steeple Location is a normal building Location in all respects.
4.21 STACKING: A Steeple Location has a normal Stacking limit (A5.1) of one HS-equivalent. No Gun may be set up in a Steeple Location.
4.3 SINGLE-HEX TWO-STORY HOUSE: A building with a large white center dot (EX: PBZ13) is a 1½ level LOS obstacle with both a ground- and first-level Location and an inherent stairwell. Like a Single Story House (B23.21), it has no Rooftop Location. In all other respects it is a normal building.