Däremot behövs det även pansar hinder markerade med text: dr 2^ och nedanför [bilden av] hindret: non-OG / +1 MP.
Kan man få en kort beskrivning av hur dessa fungerar?
14.51 TETRAHEDRONS: Tetrahedrons34 may be set up only in Beach/Ocean/reef hexes (but see also 14.56), with no more than one such counter per hex. A tetrahedron is neither an obstacle nor a Hindrance, but its Location is considered non-Open Ground. The vehicular COT of a Location containing a Tetrahedron counter is increased by one [EXC: this increase is NA for boats (other than LC), motorcycles, and wagons]. There is no extra MF cost to enter a tetrahedron’s Location. The reverse side of each Tetrahedron counter is called a Tetrahedron-Wire counter, and is used to show the presence of both Fortification types in the same Location; see 14.52.
Tetrahedrons may attack only LC. Whenever a LC enters, or changes VCA, or becomes (un)Beached as per 13.442, in a tetrahedron-Ocean hex the tetrahedron’s owner makes a dr (Δ; one dr per VCA hexspine changed); a -1 drm applies if Heavy-Surf effects (besides just Heavy Wind; 13.448) apply in that hex (13.445). If the Final dr is a 2, the LC is destroyed but no Wreck Blaze or Collateral Attack ensues. If the Final dr is ≤ 1, the LC is considered to have detonated an A-B mine (14.53) Inherent to the tetrahedron (no B28.51 dr is made), and the LC (and its PRC) are affected as per 14.53. A Final dr of ≥ 3 has no effect. If a LC enters a hex that contains both tetrahedrons and actual (i.e., non-Inherent) A-B mines, their owner may roll for either attack first; if wire is also present (14.52), its effects can come into play only after rolling for those other attacks.
A ⅝" parachute that lands in a tetrahedron’s Location must take a NMC as per E9.42, and receives an extra +1 DRM due to the tetrahedron. A glider that lands in a tetrahedron’s Location must add an extra +1 drm to its Crash dr.
14.52 WIRE: Wire may be set up in Beach hexes that contain no panjis, and in OCEAN/reef hexes that contain tetrahedrons. The presence of wire in a shallow-OCEAN Location adds a +1 DRM to a LC’s Aground (12.21) DR unless the LC’s Target Size is -3 or -4. If the LC (even if its Target Size is -3 or -4) does not run Aground due to that DR, it eliminates the Wire counter if the colored dr of that DR was a “1.” Amphibians treat wire in OCEAN hexes the same as wire on land. A boat (E5.) entering a wire-OCEAN hex sinks; all SW and Guns aboard it are eliminated, and its Personnel become Wading Infantry above that Wire counter [EXC: wire in an OCEAN Location has no effect on boats and their contents if Heavy-Surf effects (besides just Heavy Wind; 13.448) apply in that Location]. A Wire Exit dr (B26.4) made by a unit in an OCEAN Location receives a +1 drm.
14.53 A-T/A-B MINES: A-T mines may be set up in Beach/OCEAN/reef hexes. Those that begin play in shallow OCEAN are termed A-B (anti-boat) mines. A-B mines are treated exactly like A-T mines except as stated otherwise. A +1 drm applies to the B28.51 attack dr vs a LC if Heavy-Surf effects (besides just Heavy Wind; 13.448) apply in that hex (13.445). A Final B28.51 dr of ≤ the number of A-B mine factors attacks any LC entering/exiting that A-B minefield (all LC are considered unarmored vs A-B mine attacks). The attack is resolved vs the LC with an Effects DR on the Vehicle line of the IFT’s 36 FP column; the Original DR subtracted from “13” equals the number of DP inflicted on the LC. 12.68 applies for Blaze purposes.
All PRC (selected as per 12.678, if applicable) of a LC affected by an A-B mine are subject to a 16 FP Collateral Attack [EXC: a Passenger AFV (and its PRC) can be Vulnerable only if its lowest hull AF is 0, in which case it is treated as an unarmored vehicle]. Use the 16 FP column’s Vehicle line for each Passenger vehicle/Gun thusly attacked.
Mud/Deep-Snow do not affect A-B mine attacks. A-B mines can also attack Wading vehicles, but are resolved as normal A-T mine attacks.
14.54 A-P MINES: A-P mines may be set up in Soft-Sand Beach hexes, and in Hard-Sand Beach hexes that are adjacent to ≥ one Hinterland hex, provided (in both cases) that those hexes contain no panjis. EC are ignored when determining whether a Beach hex is Hard or Soft Sand for A-P mine setup purposes.
14.55 PANJIS: Panjis may be set up in Soft-Sand Beach hexes, and in Hard-Sand Beach hexes that are adjacent to ≥ one Hinterland hex, provided (in both cases) that those hexes contain neither wire nor mines. EC are ignored when determining whether a Beach hex is Hard or Soft Sand for panji setup purposes.
14.56 ELIMINATION: Each Beach Obstacle that begins play in deep OCEAN, or in a type of hex it would not have been allowed to set up in, is immediately eliminated; see 14.58 [EXC: A-B mines that begin play in Beach hexes become A-T mines, and A-T mines that begin play in shallow OCEAN become A-B mines]. During play, a Tetrahedron (or Tetrahedron-Wire) counter can be eliminated only by a DC as per B26.51 or by an Aerial-bomb/FFE-Concentration HE attack as per B26.52, while other Beach Obstacles can be eliminated in the normal manner for each type. Wire eliminated by vehicular entry (14.52; 15.23; B26.53) does not eliminate any tetrahedron in that Location; flip the Tetrahedron-Wire counter over to show just the tetrahedron. The applicable FP of HE attacks vs OCEAN hexes [EXC: DC Placed/Set as per B26.51] is halved (in addition to all other modifications) for Beach-Obstacle elimination purposes. Vs Bombardment (14.7; C1.8), all Beach Obstacles can be affected in the normal manner for that type of Fortification (tetrahedrons are affected as if they were wire).
14.561 UNDERWATER DEMOLITION TEAMS (UDT): The use of UDT is allowed only by SSR or by DYO purchase, and only by the U.S. side in a Seaborne Assault vs the Japanese set in/after 1944. UDT capability is given in the form of a number of dr which are resolved after all pre-game setup (and Recon dr, if any; E1.23), but prior to both Bombardment (if any) and the start of play. For each UDT dr allowed, the U.S. player makes the dr and points out to his opponent a number of Beach/OCEAN hexes equal to that Original dr. All Beach Obstacles in those hexes are immediately eliminated; the U.S. player is then informed of what type(s) of Beach Obstacle were eliminated, but is not told of their strength, number, or exact location.
14.57 BEACHING: All DR/dr required by the presence of any Beach Obstacle(s) in an OCEAN hex that is entered by a LC/boat (or within which a LC changes its VCA) must be made prior to the Beaching declaration (if any) for that LC/boat.
14.58 DYO: Each Tetrahedron counter has a BPV of “3.” The BPV of other Beach Obstacles remains unchanged (hence a Tetrahedron-and-Wire counter’s BPV is “8”). The U.S. (only) player may purchase as many UDT dr as he wishes, at a BPV of “5” each [EXC: purchase is NA both prior to 1944 and vs other than Japanese; 14.561]. UDT Expenditures are recorded as Fortifications on the DYO Purchase Roster. Note that in DYO scenarios the terrain of Beach Obstacle hexes may change from OCEAN to Beach or vice-versa (due to the amphibious player’s declaration of the tide as High or Low; 13.97); see 14.56.