RILEY'S ROAD SCENARIO SPECIAL RULES

RR1 EC: EC are per the Historical Weather Chart (2.517), with no wind at start. Whenever Rain (E3.51) exists, the Mist LV Hindrance DRM (E3.32) is +1 at ≤ six hexes and increased by +1 at higher ranges. Kindling Attempts are NA.

RR2 OFF-MAP TERRAIN AND ROADS: Any road exiting a map edge on the RR map is considered, for purposes of A2.51, to extend off that map edge along that lettered hexrow (if off the north or south edge), or in hexes of the same coordinate (if off the east or west edge).1 The off-map road is considered to be of the same type (paved/dirt) as the road hex it is connected to on the map.

RR3 BORESIGHTING: Bore Sighting (C6.4) is NA [EXC: Eligible SW MG may BoreSight at night].

RR4 HAND-TO-HAND CLOSE COMBAT: Hand-to-Hand CC (J2.31) is allowed in all RR scenarios.2

RR5 PANZER LEHR: The Panzer Lehr Division is Elite (C8.2).

RR6 SCHUERZEN: All PzKpfw IVH and IVJ have Schuerzen (D11.2).

RR7 GYROSTABILZERS: Before assigning armor leaders, the Canadian player may make a Secret dr, using the H1.42 table, for each eligible AFV to determine if it has a functioning Gyrostabilizer (D11.1).

RR8 KANGAROOS: Each Ram Kangaroo is immediately Recalled (D5.341) when no Passenger unit capable of unloading by itself is aboard it. The passengers of a Ram Kangaroo must all unload at the same time. The inherent crew of a Ram Kangaroo may not voluntarily Abandon its vehicle. If forced to Abandon the vehicle, the crew and vehicle are eliminated. Crew survival is NA for Ram Kangaroo inherent crews. CS is applicable as normal for Passengers and riders.3 Ram Kangaroo passengers may use cloaking when they enter from off board. Cloaked passengers are always considered BU. Cloaking is lost when the units are no longer passengers, if the Ram Kangaroo enters the same location as an enemy unit, or if the passengers are/become CE.

RR9 SOFT GROUND: To reflect the soggy conditions of February 19th, during each (CG) scenario which occurs on that date, each vehicle must expend one additional MP per hexside (as per E3.9) unless crossing/traversing a paved-road or entering a building/woods/rubble obstacle.4 In addition, each Bog Check receives the Soft Ground DRM (D8.21) [EXC: if on a paved road or in a building (D8.21); barbed-wire-fence Bog Check (RR13.3)]. When Soft Ground is in effect, off board hexes are also considered to be Soft Ground.

RR10 PLOWED FIELDS: All Grain is Plowed Fields (B15.6). Grain (i.e., Plowed Fields) is depicted on the RR map with brown furrows (EX: X13, X14, Y14). During each (CG) scenario which occurs on February 19, moving Up-Slope (RR12.2) across a slope hexside into a plowed field hex or moving to a higher elevation which is a plowed field hex requires a Bog Check in the hex entered.5

RR11 RILEY'S ROAD CELLARS: (EX: T10)

RR11.1 All single-hex, stone buildings depicted on the RR map contain a Cellar6 Location beneath their ground-level Location (i.e., at building Level -1). A Cellar Location is considered the equivalent of another non-rooftop building Location in that hex (even for falling rubble [B24.12] and Control purposes) except as specified otherwise. The Cellar Level is ignored when determining the Base Level of a building hex.

RR11.11 TEM: Cellar Locations have a TEM of +3. Cellar Locations may be Fortified. Cellar Locations are ignored for the purposes of B23.912 (i.e., the Cellar need not be fortified to fortify the ground-level Location).

RR11.2 ENTRY: Only Infantry/SW may set-up-in/enter a Cellar, and their presence therein is indicated by placing them beneath a Cellar counter. Infantry may enter/exit the cellar level only from the building's ground-level Location.

RR11.3 LOS: Infantry in a Cellar tracing LOS outside of their building to a non-ADJACENT Location do so as if entrenched at ground level (B9.21), and trace LOS to an ADJACENT Location in the normal manner (B23.25). For the purposes of Height Advantage TEM (B10.31) and Night LV (E1.7) applicability, Cellar Locations are considered to be at the Base Level of the hex.

RR11.4 FIRE EFFECTS: The Inherent FP of a unit/FG in a Cellar is halved as Area Fire if that LOF leaves their building's depiction and is not traced to an ADJACENT Cellar Location, and the US# of the unit(s) currently using such Inherent FP is > 3 (a Leader directing fire from a Cellar Location does not add his US# for this calculation). Otherwise, a Cellar Location has no effect on the use of SW/Inherent-FP other than those normally caused by being fired from within a building. A DC may be Thrown from a Cellar Location only to an ADJACENT Location.

RR11.41 SMOKE: SMOKE at ground level in a Cellar hex affects different-level fire to/from the Cellar Location normally. The extra +1 Hindrance for outgoing fire (A24.8) is NA and fire between ADJACENT Cellar Locations is unaffected.

RR11.5 BLAZE SPREAD: A Blaze may spread to/from a Cellar Location only from/to an ADJACENT Location.

RR11.6 RUBBLE: A Cellar Location can be rubbled like any other building Location. If a Cellar Location is rubbled, it and all other building Locations in the hex cease to exist and the appropriate rubble counter is placed at ground level in that hex. All occupants and weapons are eliminated, as is its Fortified Building status (if any), and an AFV can no longer fall into it (RR11.61, B24.4). If the ground-level Location above a Cellar is rubbled, so is the Cellar Location.

RR11.61 COLLAPSE: The B23.41 cellar rules apply unchanged to a Cellar [EXC: an AFV falls into a Cellar if the Original colored dr of the Bog Check is > 5. If the crew of such an AFV survives, it may immediately attempt to Scrounge the AFV and the crew is then placed in the Cellar Location instead of at ground level (even if its placement would cause the Cellar Location to be overstocked). In all cases the AFV is eliminated and leaves no wreck. Each Infantry unit in such a Cellar Location must take an immediate NMC; if it fails this NMC a dr (δ) must then be made for each SW it possesses; a 6 eliminates that SW and a 4-5 malfunctions it]. The removal of an AFV for falling into a cellar (e.g., in a single-hex wooden building) does not create a Cellar Location in that hex.

RR11.7 ENCIRCLEMENT: The principles of A7.72 (Upper Level Encirclement) do not apply to Cellar Locations; i.e., a unit in a Cellar is not Encircled merely by having no exit to ground level.

RR12 SLOPE HEXSIDES7: (EX: P6-P7)

RR12.1 A slope hexside represents an undulation in the terrain substantial enough to give an Up-Slope (RR12.2) unit a LOS advantage. On the RR map a slope hexside is represented by brown hash-marks along that hexside (EX: RRP6-P7). The entire hexside (inclusive of vertices) marked by a slope, but not the slope artwork itself, is considered part of that slope hexside.

RR12.2 UP-SLOPE/DOWN-SLOPE: A Location whose hex contains > one slope hexside is either Up-Slope or Down-Slope to LOS drawn across that hexside to or from that hex. If the slope lines are in the Location's hex, the Location is defined as being Down-Slope across that hexside; if the lines are in an adjacent hex along the hexside common to both hexes, the Location is Up-Slope across that hexside. A Location can be both Up- and Down-Slope across two different slope hexsides.

RR12.3 LOS: Slopes are neither obstacles nor Hindrances. Being Up-Slope affects LOS only in that an Up-Slope Location is treated as being ¾ of a level higher than normal to LOS that begins or ends in that Location and crosses an Up-Slope hexside of that Location. Thus, barring other obstructions to LOS, an Up-Slope unit-even if not in a hill Crest-Line hex-can trace a LOS across an Up-Slope hexside of its hex to a lower elevation (i.e., across a hill Crest Line) and/or over (B.4) obstacles and Hindrances whose topmost obstacle/Hindrance height is < the Up-Slope elevation of the viewing unit [EXC: entrenched LOS restrictions would still apply as per B9.27, as would wall/hedge TEM as per B9.3]. Otherwise, being Up-Slope or Down-Slope itself has no effect on LOS (e.g., slopes are ignored if the LOS goes through their hex or along their hexside, and also when calculating an A6.41-.43 increase or decrease in the number of Blind Hexes caused by an intervening obstacle). Being Up-Slope itself can neither grant HA nor allow an Up-Slope unit to make a HD attempt. The presence of > one slope hexside does not change the elevation of that hex's Base Level.

RR12.31 FIRE LANE: For the purposes of Fire Lane LOS/LOF drawn across > one slope hexside, assume that the term "same-level" means "same-Base-Level". See also RR12.42 and its example.

RR12.4 COVER: A slope can, in certain instances, provide a +TEM (RR12.41) or a +DRM (RR12.42).

RR12.41 DIRECT-FIRE TEM: Ground-level Infantry in a hex containing > three (or two non-contiguous) Down-Slope hexsides may claim a +1 slope TEM vs Direct Fire [EXC: FT], provided the attack originates from a non-adjacent firer whose elevation advantage (if any) over that of the target is < the range of the attack and the attacker's LOS crosses > one of the target hex's Down-Slope hexsides. (A.5 applies to a FG attack.) Slope TEM is cumulative with no other +TEM[EXC: Mud/Deep-Snow TEM]. Being Up-Slope itself provides no TEM, does not negate the FFMO/FFNAM DRM, and does not affect Wall Advantage rules.

Illustration #1

EX: See Illustration 1, and assume the following attacks are Small Arms. Squad E can claim slope TEM if fired on by squad A or D, but not if fired on by squad B (whose LOS does not cross a Down-Slope hexside of DD13). Likewise, squad C could fire on adjacent squad E with no slope TEM and could claim the -1 FFMO if otherwise applicable, as could squad B. If squad E is fired on by squads C and D as a FG, squad E can claim slope TEM (A.5).

RR12.42 FIRE-LANE TEM: Infantry being attacked by a Fire Lane receives a +1 Fire Lane slope DRM if the firer is Up-Slope from, ¾ of a level higher than, and not adjacent to, that target [EXC: if the Infantry is attacked by a Fire Lane Snap Shot (A9.221), the DRM applies only if these three conditions apply to each of the two hexes that form the Snap Shot hexside, as determined by the firer's separate LOS to each of them]. An Up-Slope attacker's Fire Lane cannot affect a target that lies at a different Base Level (see RR12.3) from that of the attacker.

EX: See Illustration 1 and assume squads A and D each have a MG. If squad D places a Fire Lane counter in hex CC12, all moving Infantry in DD14, DD13, CC13, and CC12 (or EE14, DD13, DD12, and CC12; A9.221) can be attacked by that Fire Lane with no slope DRM (since squad D is not Up-Slope from any of those Locations), although Infantry moving in DD13 would get the slope TEM (RR12.41). If squad A places a Fire Lane counter in E15, all moving Infantry in CC13 (or DD12) can be attacked by that Fire Lane with no slope DRM (since those hexes are adjacent to the firer) but moving Infantry in DD14 and EE15 would receive the slope DRM, while moving Infantry in DD13 would receive both the slope DRM and slope TEM (RR12.41). Moving Infantry in EE14 (assuming there is a LOS) would not receive the slope DRM because CC12 is not Up-Slope to EE14, nor (for the same reason) would the slope DRM apply to Infantry attacked by a Fire Lane Snap Shot at hexside DD14-EE14.

RR12.5 ENTRY: A unit crossing a slope hexside that it is Down-Slope from is moving Up-Slope. A unit crossing a slope hexside that it is Up-Slope from is moving Down-Slope.

RR12.51 MF COST/BONUS: Infantry/Cavalry must expend V2 MF + COT in order to move Up-Slope. Crossing a slope hexside while moving on a road does not negate the B3.4 MF road bonus.

EX: See Illustration 1. Squad D must pay 2½ MF to enter hex EE14 (2 [COT] + ½[moving Up-Slope] = 2½); if it were also crossing a Crest Line up to Level 2 the cost would be 4½ MF (2 [COT] x 2[ascending across a Crest Line] + ½ [moving Up-Slope] =4½). Squad C could expend 1 MF to enter DD14, since there is no additional cost to move Down-Slope. If, however, it had Rained (E3.54), squad C would expend 2 MF to enter DD14 (RR12.53).

RR12.52 MP COST: A unit that expends MP must pay one MP + COT in order to move Up-Slope.

RR12.53 RAIN: When crossing a slope hexside, E3.54 (if otherwise in effect) applies just as if the moving unit is changing elevation.

RR13 BARBED-WIRE FENCES7: (EX: R7-R8)

RR13.1 A barbed-wire fence is depicted by a series of small black X's overlaying a hexside (EX: R7-R8). Barbed wire is neither an obstacle nor a Hindrance, provides no TEM, does not negate the FFMO/FFNAMDRM, and cannot be Cleared or eliminated in any way.

RR13.2 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). The cost for Cavalry is two MF + COT. No Wagon, ridden bicycle, Infantry on skis, or currently-CX Infantry/Cavalry/horse may cross a barbed-wire-fence hexside. 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.

RR13.21 TEMPORARY BREACH: A non-Straying, Good Order Infantry MMC neither beneath an Entrenchment 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 that hex. Place the top edge of the MMC counter over the selected barbed-wire-fence hex-side 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 RR13.3, but would not affect that hexside's temporarily-breached status.) Creating a temporary breach in barbed wire is a concealment-loss activity (A12.141).

RR13.3 MP COST & BOG: Barbed wire has no effect on MP costs; however, no motorcycle may cross a barbed-wire-fence hexside. 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 is:

+1Vehicle is not fully-tracked.

RR13.4 BYPASS: The barbed-wire-fence artwork (i.e., the small black X's) along such a hexside has no effect on a unit's normal ability (if any) to Bypass along that hexside.

RR14 RILEY'S ROAD FACTORIES: Each multi-hex building on the RR map is treated as a Factory (EX: V23). Normal Factory rules (B23.74) apply to all RR Factories [EXC: an Original 6 on the colored dr of the Bog Check DR has no effect].8

RR15 RILEY'S ROAD CREST LINES: All Crest Lines on the Riley'sRoad map are outlined in black. Therefore, all terrain rises from the actual hill depiction (B10.1).