1.1 The Arnhem Bridge is represented by the contiguous row of hexes R15-R23 (inclusive). Each such hex contains a Level 1 Location as well as a Level 0 Location. Unless noted otherwise, Arnhem Bridge hexes are treated as two lane stone bridge hexes (B6.1-.43) [EXC: Arnhem Bridge hexes may not be destroyed or damaged during play; MP penalties and VCA limitations of B6.43 are NA while on (not beneath) the Bridge/
1.11 The Pillar artwork (EX: R18/
1.12 Hexsides containing Pillar artwork on each end (EX: R17/
EX: The 6-4-8 in R18 cannot directly enter hex R17 (as illustrated by the red arrows) without first moving through hexes Q18 or S18. Bypass movement "around" the R17/
1.13 Hexsides Q15/
1.2 Level 1 Locations in Arnhem Bridge hexes are wide city boulevards (B7) [EXC: -1 TEM of B7.3 is NA vs same or lower-elevation fire if the target otherwise qualifies for Bridge TEM; B6.31]. Hex R23 is considered to be a Level 2 terrain feature for the purposes of E1.7 (Night LV modifier). Any unit entering hex R23 from off map is considered to have spent ≥ 4 MP in LOS of any viewing unit (assuming LOS exists at all).
1.21 PBF and Case L TH DRM are NA vs targets occupying Level 1 Locations in Arnhem Bridge hexes from fire originating from any lower elevation.
1.22 While occupying Level 1 Locations in Arnhem Bridge hexes which are also adjacent to ≥ 1 Level 1 building Location. OT AFV are always considered vulnerable (A7.211) to PBF small arms fire provided all firing unit(s) occupy adjacent building (or rooftop) Locations ≥ Level 1. Additionally, the normal CE DRM is reduced by 1 (to a minimum of +1) for such fire.3
EX: A German SPW 250/
1.3 Ground-level Locations in Arnhem Bridge hexes are one level Hindrances with a +1 TEM. These Locations are Inherent Terrain (B.6) and Concealment Terrain. Unless using the road hex (e.g., entering R15 from S16), Infantry enters such Locations at a cost of 2 MF. Tracked vehicles do so at a cost of 3 MP, and non-tracked vehicles do so at a cost of 5 MP [EXC to all: all units pay normal MF/
1.31 Falling rubble (B24.12) can exist beneath the Bridge. Contrary to B24.121, falling rubble has no effect on the Bridge itself. Such rubble exists at ground level only. Falling rubble does not negate the Hindrance/
EX: See the 1.22 example. The German player successfully places a DC in the ground-level Location of hex Q17. The Original Resolution DR is a 3 resulting in possible rubble Creation (B24.11). A subsequent dr of 1 places a stone rubble counter at ground level in Q17 and allows for the possibility of falling rubble (B24.12). The falling rubble Final colored dr is a 7 (white dr of 2), causing rubble to fall into hex R16. This falling rubble is placed at ground level (i.e., beneath the bridge). This rubble blocks LOS from Q16 to the ground level of T16, affects COT and Bog, but has no effect on the Level 1 Location of R16 or on the +1 Hindrance for LOS from Q16 to Level 1 of T16.
1.4 PEDESTRIAN ACCESS POINTS:2 Units in R20 can move/