6. TOWERS

6.1 Towers represent tall, narrow building-like structures that contain an upper level Location with no ground level Tower Location (although the hex contains a Location at ground level).12 Towers are represented by an obviously round, single-hex structure containing a white, square stairwell symbol (EX: PBC9). A Tower (but not the ground level Location of its hex) is treated as a wooden building unless otherwise stated.

6.2 The height and LOS characteristics for each Tower are specified by SSR. Towers will be defined by SSR as being either an LOS Obstacle or Hindrance. Each Tower contains only a single Tower Location that exists at a Level above ground level which is specified by SSR; the Tower Obstacle/Hindrance height is ½ Level above the SSR designated Tower Location height.

EX: An SSR that reads, "Hex PBC9 contains at Tower Hindrance with a Tower Location 1 Level above ground level, " describes a 1½ Level LOS Hindrance.

6.21 STACKING: The stacking capacity of a Tower hex's ground level Location is unaffected by the presence of the Tower. A Tower Location has a normal stacking limit (A5.1) of one HS-equivalent and 5PP. Towers have no Rooftop Locations and may never be fortified.

6.3 TEM: A unit at the ground-level Location of a Tower hex is considered to he occupying the other terrain in that hex and so uses the TEM of that other terrain. A Tower Location has a TEM of 0, although units therein are eligible for the +1 Height Advantage TEM. Units entering a Tower hex/Location are never subject to FFMO.

6.31 AIR BURSTS: Locations of a Tower that are in a woods hex are subject to Air Burst TEM only if those Locations are not higher than the top-most Level of those Woods.

6.4 MOVEMENT: The cost for Infantry to enter the ground level of a Tower hex is 1 MF plus COT. Cavalry may only enter a Tower hex using bypass movement. A Gun may neither set up in nor enter, nor may a dm 76-82mm mortar be assembled in a Tower hex/Location.

6.41 Vehicles must use VBM to enter a Tower hex. Fully-tracked, BU, CT, AFV may also enter the Tower obstacle as per B23.41 [EXC: a Tower has no cellar and adds an extra -1 drm to the colored dr of the AFV's Bog Check as though the tower was a single story building].

6.42 Infantry may move to/from a Tower Location via the Tower's stairwell or by Scaling (B23.424). Movement along a stairwell costs 1 MF per Level changed and is subject to movement penalties for Snow. A unit may never end its MPh in an intermediate stairwell Location (i.e., it must end its MPh either in the Tower Location or in the Tower Hex's ground level Location).

6.43 Infantry moving to/from a Tower Location via the Tower's stairwell may be attacked at ground level (if descending) and/or the Tower Location (if ascending) in the normal manner. If there is a second-level Location, however, they may also he attacked at the first-level "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. 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 all 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.

6.5 CONCEALMENT: The other terrain in a Tower hex determines whether or not the ground-level Location of that hex is Concealment Terrain. A Tower Location is treated as a building Rooftop (SSR PB7, B23.82) for HIP/concealment purposes (only).

6.6 ROUT: A Tower hex/Location is not considered a building for rout purposes.

6.7 The ground level Location of a Tower hex is not considered a building Location for Victory purposes, but any Tower Location is.