PRIMOSOLE BRIDGE SCENARIO SPECIAL RULES

PBr1 EC & WIND: EC are moderate and there is a mild breeze from the southeast [EXC: no wind at night]. For the 16th AM CG Date there is a Mist LV hindrance of +1 at ranges ≤ 6 hexes and increased by +1 for each multiple of six hexes (or fraction thereof) beyond. At night the initial NVR is 3 with Scattered Clouds and a Half Moon. Kindling Attempts are NA.

PBr2 OFF-MAP TERRAIN & ROADS: Any road exiting a map edge of the PBr map is considered for the purposes of A2.51 to extend beyond that map edge either along the same lettered hexrow (if north or south), or in hexes of the same coordinate (if east or west), as that edge hex (depending on the configuration of the map's hex grid). The off-map road is considered to be the same (un)paved type as the on-map road hex it connects to. All on-map terrain that is not in play in a given scenario remains in effect for "off board" movement/entry purposes during that scenario.

PBr3 FRIENDLY BOARD EDGE(S): The south map edge is the friendly British board edge. The north map edge is the friendly Axis Board edge.

PBr4 BURNT-OUT WRECKS: A burnt out wreck cannot be scrounged, set ablaze or removed from play as per D10.4. A burnt out wreck is a LOS Hindrance exactly like a normal wreck.

PBr5 ELR: Each nationality uses the ELR assigned by the following chart for each type of unit in its OB. In the event of a Massacre, all effects of A20.3-.4 are applicable for the remainder of the CG or scenario. These ELR are not reduced at night. Half-squads have the same ELR as their corresponding squad.

NATIONALITY UNIT TYPE ELR
GERMAN 4-3-6, 4-4-7 3
  4-6-7, 4-6-8 4
  5-4-8, Leaders 5
 
ITALIAN All 0
 
BRITISH 4-3-6, 4-4-7 3
  4-5-7, 4-5-8, &
non-Airborne Leaders
4
  6-4-8 & Leaders 5

PBr6 BRITISH AIRBORNE INFANTRY: All British Infantry units in a scenario with any 6-4-8 are Airborne Infantry. All British Airborne Infantry units may roll for ATMM (C13.7); placement of one, however, adds only a -2 DRM to CC resolution.

PBr7 BORE SIGHTING: Bore Sighting is NA [EXC: Eligible SW MG may Bore Sight at night].

PBr8 ELITE UNITS: All Good Order Elite German and British Infantry are Stealthy. British Airborne units and Germans are Elite for special ammunition depletion (C8.2).

PBr9 PRISONERS: No Good Order unit of either side may refuse Surrender (A20.21)of an enemy unit, nor conduct Massacre (A20.4).

PBr10 ARMORED ASSAULT1: In order for a combined British AFV/Infantry stack to use armored assault to enter a Vineyard or Olive Grove hex, the AFV must pass a TC (Morale 9 if CE, Morale 7 if BU). Failure of this TC leaves the stack where it is having spent 1 MF for the Infantry and 2 MP for the AFV. The stack may try again as many times as MF/MP permit.

PBr11 BRITISH RADIO CONTACT2: All British initial radio contact and maintenance values are reduced by 1.

PBr12 IRRIGATION DITCH

PBr12.1 Irrigation Ditches represent narrow, shallow, water-filled channels. Any hex containing one or more solid blue lines is an Irrigation Ditch hex. Hexes P26 and Q25 are examples of Irrigation Ditches. Irrigation Ditches are not Water Obstacles.

PBr12.2 Irrigation Ditches are neither an obstacle nor a Hindrance to LOS.

PBr12.3 TEM: An Irrigation Ditch has a conditional TEM of +1, which is never cumulative with any other possible TEM. Only Infantry may utilize this conditional TEM [EXC: Infantry manning/Manhandling Guns never receive the protective TEM benefits of an Irrigation Ditch].

PBr12.4 MOVEMENT: Infantry may enter an Irrigation Ditch hex at the COT of the other terrain in the hex, or it may expend that COT and one additional MF. If it only expends the COT of the other terrain to enter an Irrigation Ditch hex, it may (barring other terrain in the hex) be subject to FFMO (or Interdiction in the RtPh) in that hex during that MPh until Pinned. If an Infantry unit either starts the phase already in an Irrigation Ditch hex or it expends the additional 1 MF when entering the hex, it is considered to be taking cover in an Irrigation Ditch and may claim the conditional +1 TEM (thereby avoiding any FFMO penalties).

PBr12.41 Guns may be Manhandled into an Irrigation Ditch hex across a non-road hexside at a cost of 2 MF plus COT.

PBr12.42 Wheeled vehicles may not enter/exit an Irrigation Ditch hex across a non-road hexside. Tracked vehicles may enter an Irrigation Ditch hex across a non-road hexside by expending 2 MP plus the COT of the other terrain in the hex, and making a Bog Check; they must also make a Bog Check if changing VCA while not in a road hex. Additionally, a tracked vehicle that exits an Irrigation Ditch across a non-road hexside must pay 2 MP and make a Bog Check in the hex being exited [EXC: if the vehicle already expended those MP, and made the Bog Check, for entering the hex or if it sets up in that hex].

PBr12.5 Entrenchments cannot be placed in an Irrigation Ditch hex.

PBr13 BARBED-WIRE FENCES

PBr13.1 A barbed-wire fence is depicted by a series of small black Xs overlaying a hexside (EX: I23-J24). Barbed-wire is neither an obstacle nor a Hindrance, provides no TEM, does not negate the FFMOIFFNAM DRM, and cannot be Cleared or eliminated in anyway.

PBr13.2 MF COST: Infantry must pay one MF + COT to cross a barbed-wire-fence hexside, unless using Armored Assault or moving within a trench (in which case only the COT applies). No currently-CX Infantry may cross a barbed-wire-fence hex-side. All barbed-wire-fence hexside MF costs are doubled at night. A Straying unit required, but unable, to cross a barbed-wire-fence hexside becomes TI instead.

PBr13.21 TEMPORARY BREACH: A non-Straying, Good Order Infantry MMC neither beneath an Entrenchment/Pillbox nor above a Wire counter may create a temporary breach in one barbed-wire-fence hexside of its hex by expending two MF in its MPh while at ground level in (but not IN) that hex. Place the top edge of the MMC counter over the selected barbed-wire-fence hexside and mark the unit TI. For as long as that MMC remains TI, unpinned, and in Good Order, it is considered to be using Hazardous Movement but that hexside's barbed-wire cost for Infantry [EXC: if broken, berserk, Manhandling, or part of a Human Wave] becomes ½ MF (A vehicle crossing that hexside would still be subject to Bog as per 13.3, but would not affect that hexside's temporarily-breached status.) Creating a temporary breach in barbed-wire is a concealment-loss activity (A12.141).

PBr13.3 MP COST & BOG: Barbed wire has no effect on MP costs. Each vehicle that enters a new hex by crossing a barbed-wire-fence hexside must undergo a Bog DR, in addition to any other Bog Check required for entry of the Location. If it Bogs, it is left in the hex it was attempting to enter. (If it Bogs twice, due to both crossing a barbed wire-fence hexside and other terrain in the hex, mark it with a Mired-not a Bog-counter.) The only DRM that can apply to a barbed-wire Bog Check are: +1 Vehicle is not fully-tracked; +2 Vehicle has Truck-type MP expenditure.

PBr13.4 BYPASS: The barbed-wire-fence artwork (i.e., the small black Xs) along such a hexside has no effect on a unit's normal ability (if any) to Bypass along that hexside.

PBr14 RIVER3

PBr14.1 All waterways on the PBr map are fordable rivers (B21.12, B21.41-.43) with a slow current flowing east, but with the following difference: entry of a river hex costs 5 MF and may be done in the APh.

PBr14.2 A unit entering a river hex with ≥ 3 river hexsides must take a TC. Failure of this TC results in Unit Replacement or Disruption per A19.12-.13 (or Casualty Reduction for heroic or unarmed units).

PBr14.3 Primosole Bridge (N21-N23) may never be destroyed.

PBr15 VINEYARDS

PBr15.1 Vineyards represent plantings of low growing viney crops such as grapes. Any hex containing parallel brown squiggly lines outlined in dark green on a light green background is a Vineyard hex. Hex H16 is an example of a Vineyard.

PBr15.2 A vineyard hex is treated as brush (including having some paths; B13.6)except as stated otherwise. A vineyard hex is Inherent Terrain (B.6) and a Bog hex, but is not Burnable Terrain (B25.1). Ambush may occur regardless of the presence of concealed units. A ⅝" Parachute landing in a vineyard must immediately take a NMC as per E9.42.

PBr15.3 Entrenched units treat vineyard hexes as half-level obstacles4.

PBr16 OLIVE GROVES

PBr16.1 All orchard hexes are olive grove hexes instead. All orchard rules apply except as stated otherwise. An olive grove has a +1 TEM, its MF/MP costs are double those of an orchard, it is never out of season, and it is not Burnable Terrain (B25.1); vehicles may gain WA (B9.32) in an olive grove hex. Ambush may occur regardless of the presence of concealed units. A ⅝" Parachute landing in an olive grove must immediately take aNMC as per E9.42.

PBr16.2 An olive grove hex crossed by a thin brown line (e.g., W18) contains a path that allows entry of that hex through the path hexside at a cost of one MF instead of two MF.

PBr17 COMBINATION TERRAIN

PBr17.1 TERRAIN COMBINATIONS: Some hexes on the PBr map contain combinations of two terrain types that are not normally found in the same hex. For these combinations, all rules for both individual terrain types apply normally. The existing rules for these situations are further clarified below.

PBr17.2 RIVER-BRUSH: Hex Q21 is an example of a river-brush hex. A river-brush hex is treated as a normal level-1 river hex (see B21.1) [EXC: the brush depiction is treated as being at level zero for Hindrance (only) purposes].

PBr17.3 BRUSH-ROAD: Hex Q23 is an example of a brush-road hex. Footnote R on the Chapter B Terrain Chart applies to all entrance costs, and A4.132 applies unchanged.

PBr17.4 IRRIGATION-DITCH BRUSH: Hex Q20 is an example of an irrigation-ditch-brush hex. Infantry that enters an irrigation-ditch-brush hex and wishes to claim the conditional TEM must expend 3 MF.

PBr17.5 IRRIGATION-DITCH VINEYARD: Hex R19 is an example of an irrigation-ditch-vineyard hex. Infantry that enters an irrigation-ditch-vineyard hex and wishes to claim the conditional TEM must expend 3 MF. Vehicles entering an irrigation-ditch-vineyard hex only take 1 bog check as per the irrigation-ditch rules; however, this bog check is subject to a +3 DR modifier in addition to any other modifiers which may apply.

PBr18 PILLBOXES: Each pillbox has a 360° CA; i.e., it has no NCA and no designated CA (thus allowing its occupants to fire out in any direction except into its own hex). Its TEM vs Indirect Fire is +7,and vs other types of fire is +5. Its occupants can be Encircled. No Gun may occupy a pillbox. Field of Fire (A9.21) applies. All other pillbox rules apply unchanged.

PBr19 TRENCHES: All trenches are considered to "connect" (as per B30.8) to all ADJACENT sunken road locations. Infantry entering such a sunken road Location need not pay an extra MF to leave the trench in that location. Infantry leaving such a sunken road Location need not pay an extra MF to enter a "connecting" trench if the Infantry and Trench Counter belong to the same sides OB and/or the unit's side Controls the Trench Location.

PBr20 RCL: RCL may set up using HIP as if Emplaced (A12.34).