Difference between revisions of "Chapter B"

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[[A21.22]] Temporary Crew<br></small>
 
[[A21.22]] Temporary Crew<br></small>
 
<br>
 
<br>
'''[[B22]]. VALLEYS<br>'''
+
'''[[B22]]. VALLEY<br>'''
 
<small> [[A22.1]] FP Modification<br>
 
<small> [[A22.1]] FP Modification<br>
 
[[A22.2]] DRM<br>
 
[[A22.2]] DRM<br>

Revision as of 19:36, 19 April 2014


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B. TERRAIN

B0.1 SYMBOLOGY
B0.2 COT
B0.3 MP COSTS
B0.4 HINDRANCE LEVEL
B0.5 CONTINUOUS SLOPE
B0.6 INHERENT TERRAIN
B0.7 LOS & TERRAIN CHECKS
B0.8 RANDOM DIRECTION
B0.9 ARTIFICAL TERRAIN
B0.10 LOS HINDRANCE BLOCKAGE

B1. OPERN GROUND
B1.1
B1.11 ROADS
B1.12 RUNWAY
B1.13 SHELLHOLES
B1.14 HILLS
B1.15 BRIDGES
B1.16 HEXSIDES
B1.17 ARTIFICAL TERRAIN
B1.2
B1.3

B2. SHELLHOLES
B2.1
B2.2
B2.3
B2.4

B3. ROADS
B.1
B3.2
B3.3
B3.4
B3.41
B3.42
B3.43 ROAD-NEGATING TERRAIN
B3.5

B4. SUNKEN ROAD
B4.1
B4.2
B4.3
B4.4
B4.41
B4.42
B4.43 SUNKEN LANE
B4.5

B5. ELEVATED ROAD
B5.1
B5.2
B5.21
B5.23
B5.3
B5.4 r
B5.41
B5.42
B5.5

A6. BRIDGES
B6.1
B6.2
B6.3
B6.31
B6.32
B6.33
B6.331
B6.4
B6.41 PONTOONS
B6.42 COLLAPSE
B6.43 WIDTH
B6.431 ONE-LANE
B6.44 FOOT BRIDGES
B6.45 UNDERWATER
B6.5 BURNING
B6.6

B7. RUNWAYS
A7.1
B7.2
B7.3
B7.4
B7.5

B8. SEWERS & TUNNELS
A8.1 First Fire
A8.11 Facing
A8.12 Moving Within Location
A8.13 Defensive First Fire DRM
A8.14 Follow-Up Attack
A8.15 Snap Shot
A8.2 Residual Firepower
A8.21
A8.22 Restrictions
A8.221 Malfunction
A8.222 vs AFV
A8.223 Snap Shot
A8.224 Cowering
A8.23 ROF
A8.24 Spraying Fire
A8.25 Ordnance
A8.26 Effect of DRM
A8.3 Subsequent First Fire
A8.31 Final Protective Fire (FPF)
A8.311 Restrictions
A8.312 TPBF
A8.4 Final Fire
A8.41 Multiple ROF

B9. WALLS & HEDGES
A9.1 Counters
A9.11 MMC Usage
A9.12 SMC Usage
A9.2 Multiple ROF
A9.21 Field Of Fire
A9.22 Fire Lane
A9.221 Alternate Hex Grain
A9.222 Residual FP
A9.223 Cancellation
A9.3 Sustained Fire
A9.4 Mandatory Fire Direction
A9.5 Spraying Fire
A9.51 vs Vehicle
A9.52 Restrictions
A9.6 Vehicular Targets
A9.61 AFV Kill
A9.611 Effect vs Personnel
A9.7 Support Weapon (SW) Malfunction
A9.71 Multiple SW Malfunction
A9.72 SW/Gun Repair
A9.73 SW Self-Destruction
A9.74 Random SW/Gun Destruction
A9.8 Dismantled (dm)

B10. HILLS
A10.1 Morale Check (MC)/Task Check (TC)
A10.2 Leader Loss Morale Check (LLMC)/Leader Loss Task Check (LLTC)
A10.21 Leadership DRM
A10.22
A10.3 MC Failure
A10.31 Casualty MC
A10.4 Broken Units
A10.41 Voluntary Break
A10.5 Routing
A10.51 Direction
A10.52 Low Crawl
A10.53 Interdiction
A10.531 Open Ground
A10.532 Interdictor
A10.533 Concealment
A10.6 Rally
A10.61 Terrain Bonus
A10.62 Desperation Morale (DM)
A10.63 Self-Rally
A10.64 Fate
A10.7 Leadership
A10.71 Rally
A10.711 Voluntary Rout
A10.72 Mandatory Leadership
A10.8 Fanaticism

B11. CLIFFS
A11.1
A11.11 Resolution
A11.12 Mechanics
A11.13 SW
A11.14 SMC
A11.141 Leader
A11.15 Melee
A11.16 Broken Units
A11.17 Stealth
A11.18 Lax
A11.19 Concealment
A11.2 Withdrawal From Melee
A11.21 Withdrawal Mechanics
A11.22 Infiltration
A11.3 Sequential CC
A11.31 vs Vehicle
A11.32 Ambush
A11.33 Prisoners
A11.34
A11.4 Ambush
A11.41 Ambush Withdrawal
A11.5 CC vs A Vehicle
A11.501 Unlikely Kill
A11.51 CC DRM
A11.52 Capture Of Vehicle In CC
A11.6 CC vs An AFV
A11.61 CC Attack DRM vs AFV
A11.611 PRC
A11.612 AF
A11.62 AFV CC Attacks vs Infantry
A11.621 Crew Small Arms
A11.622 Close Defense Weapon System
A11.7 Vehicle Withdrawal From CC
A11.71 Other Withdrawal From CC
A11.8 Street Fighting

B12. BRUSH
A12.1
A12.11 Known/Dummy Enemy Unit
A12.12 Placement
A12.121 Concealment Loss/Gain Table
A12.122 Concealment dr
A12.13 Effect
A12.14 Removal
A12.141 Actions
A12.15 Detection
A12.151 Bypass
A12.152 Searching
A12.153 Mopping Up
A12.154 Search Casualties
A12.16 Right Of Inspection
A12.2 Concealed 5/8" Counters
A12.3 Hidden Initial Placement (HIP)
A12.31
A12.32
A12.33 Fortifications
A12.34 Hidden Guns
A12.4 Vehicular Movement Through Concealment
A12.41 OVR
12.42 Bypass

B13. WOODS
A13.1
A13.2 Stacking
A13.3 Movement
A13.31 MF Costs
A13.32 Capacity
A13.33 Portage
A13.34 MF Allotment
A13.35 Enemy Units
A13.351 FPF
A13.36 Gallop
A13.4 Fire Effects
A13.5 Vulnerability
A13.51 MC
A13.511
A13.52 Pin & Heat Of Battle
A13.6 Charge
13.61 Post-Resolution
13.62 Cavalry Wave
13.7 Horses

B14. ORCHARD
A14.01
A14.1 Sniper Activation Number (SAN)
A14.2 Target Selection
A14.21 Alternate Target
A14.22 Non-Targets
A14.23 Concealed Targets
A14.3 Resolution
A14.31 vs Sniper
A14.32 vs CC
A14.33 vs Unarmored Vehicle
A14.4 Sniper Check

B15. GRAIN
A15.1 Heat Of Battle
A15.2 Heroes
A15.21 Creation
A15.23 Weapons Use
A15.24 Heroic DRM
A15.3 Battle Hardening
A15.4 Berserk
A15.41 Leader Consequences
A15.42 Morale
A15.43 Charge
A15.431
A15.432
A15.44 No Enemy In LOS
A15.45 Terrain Restrictions
A15.46 Return To Normal
A15.5 Surrender

B16. MARSH
A16.1 Integrity Base
A16.11
A16.12
A16.2 Integrity Check
A16.21
A16.3 Regaining ELR

B17. CRAG
A17.1 Occurrence
A17.11 Severity
A17.2 Movement
A17.3 Effects

B18. GRAVEYARD
A18.1
A18.11 Self-Rally
A18.12 CCPh
A18.2

B19. GULLIES
A19.1 Experience Level Rating (ELR)
A19.11 ELR Immunity
A19.12 Disruption
A19.13 Replacement
A19.131 Ammunition Shortages
A19.132
A19.2 Green & Conscript Troops
A19.3 Inexperienced Personnel Restrictions
A19.31 Movement
A19.32 SW
A19.33 Cowering
A19.34 PAATC
A19.35 Capture
A19.36 Lax

B20. STREAMS & CREST STATUS
A20.1 Value
A20.2 Capture
A20.21 RtPh
A20.22 CCPh
A20.221
A20.23 Mopping Up
A20.24
A20.3 No Quarter
A20.4 Massacre
A20.5 Guards & Unarmed Units
A20.51 Stacking
A20.52 Guard FP
A20.53 Movement
A20.54 Attack Effects
A20.55 Escape
A20.551 Rearming
A20.552 Scrounging

B21.WATER OBSTACLES
A21.1 Possession
A21.11 Malfunction
A21.12 Performance
A21.13 Non-Qualified Use
A21.2 Vehicle
A21.21 Temporary Driver
A21.22 Temporary Crew

B22. VALLEY
A22.1 FP Modification
A22.2 DRM
A22.3 Usage
A22.62 Leadership

B23. BUILDINGS
A23.1
A23.2 Usage
A23.3 Placement
A23.4 Detonation
A23.41 vs Terrain
A23.5 vs AFV
A23.6 Thrown DC
A23.61
A23.62 AFPh
A23.63 Final Fire
A23.7 Set Demolition
A23.71
A23.72 Set DC Clearance

B24. RUBBLE
A24.1 Infantry Usage
A24.11
A24.2 Effect
A24.3 White Phosphorus (WP)
A24.31 Casualties
A24.32 Fires
A24.4 Height & Duration
A24.5 Strength
A24.6 Weather
A24.61 Drift
A24.62 Gusts
A24.7 Movement
A24.8 Outgoing LOS Hindrances

B25. FIRE
A25.1 German
A25.11 SS
A25.91 PAATC
A25.92

B26. WIRE
B26.1
A26.11
A26.12
A26.13
A26.131
A26.132
A26.14
A26.15
A26.16
A26.161
A26.162
A26.2
A26.21
A26.211
A26.212
A26.213
A26.22
A26.221
A26.222
A26.23
A26.3
A26.4

B27. ENTRENCHMENTS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B28. MINEFIELDS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B29. ROADBLOCKS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

[[B30]. PILLBOXS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B31. VILLAGE TERRAIN
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B32. RAILROADS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B33. STREAM-HEX TERRAIN
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9

B34. TOWERS
B27.1
B27.1
B27.2
B27.3
B27.4
B27.5
B27.6
B27.7
B27.8
B27.9