The following has been used at Avaloncons to clarify the ANZIO map. Author - Unknown Editor - Bob Ryan mkvspit@aol.com 8/94 ANZIO terrain clarifications Below you will find what tries to be a complete guide to Anzio terrain clarifications. Although it will rule for this tournament, any good ideas you have will be incorporated. GENERAL OBSERVATIONS 017 is an example of a hex traversed by two minor roads which do not intersect. In future it will be ruled that in all such hexes containing roads, major or minor, for purposes of movement, an intersection is presumed to exist. The same two roads continue on to hex P16. This and similar hexes are an exception to the above rule: the roads are NOT presumed to intersect, because if they did, it would imply that a bridge exists, which is clearly not the case. The Trebbia river exits hex H10 toward Piacenza at the corner the hex. This would mean that a unit passing along the northern bank of the river could pass from H10 to I9, where as a unit moving in the same direction along the south bank could not do so, because there is no "room" along that bank of the river. That unit would have to detour via I10. There are a number of similar hexes. The problem which arises, as in so many instances, is that sometimes there can be a teeny-weeny, itsy-bitsy smidgen of terrain between the river and the boundary of the hex, just as there can be just a smudge of mountain, and so forth. Opinions as to what is and is not a smidgen can and do differ! The basic purpose of this exercise is to head off those differences. For this reason, it will be ruled that all rivers traverse a hex-side toward the middle of a hex, that there always IS some terrain between the river, and the end of that hex-side. That "theoretical" terrain would be considered the same as that right behind the apex of the hex involved. Referring to H10, it would be plain terrain. In hex I15 it would be rough terrain. This is not likely to be a crucial point, but the intention of this guide is to pick the nits. Route 67 runs along the South bank of the Arno from Firenze to Pisa. This is an example where a unit arriving at one of these river hexes from the South can take advantage of the road, because the road is on that side, while a unit arriving at the river from the North, cannot. R46 is a hex with a comparable situation. There is HA (High Apennine) south of the Sangro, but not to the North. In this situation, a unit moving Q47-R46 would consider the hs (hex-side) all HA, with the penalties that implies, while a unit moving Q46-R46 would be traversing merely an RT (rough terrain) hs. M11 is one of the most unusual hexes on the board, and ably illustrates Paul's comment. One hs is a river! This example is related to H10 discussed above. For the few similar hexes, consider the hs terrain to be that immediately behind the river, within the hex. A related case is the hs F50/G49. Does the fact that part of the hs is a river negate the fact that it is a HA hs? No, not for this, nor other such instances. Rule B.4.C.10 states that the MP (movement point) cost to traverse an hs is that of the most advantageous type of terrain. Since Italian rivers do not lend themselves to navigation, a river crossing an hs is NOT considered a type of terrain. In this regard, it is just ignored. P39 is one of several hexes where the road traversing the hex does not do so directly, but first makes a detour through an adjacent hex. In such instances, it is considered that one can move directly by road through the hex, 040-P39-Q38, although a road also traverses the hs 039-P39. Abbreviations: NMA - No Movement Allowed MR - Major Road mr - Minor Road NR - No Road MRih - Major Road in hex NMR - No Major Road UH - Unplayable Hex NMRih - No Major Road in hex nmrih - No Minor Road in hex HS - Hex Side HA - High Appenine SPT - Some Plain Terrain PT - Plain Terrain Nm - No Mountains NPTih - No Plain Terrain in hex RT - Rough Terrain Mh - Mountain Hex INDIVIDUAL HEX RULINGS A14 - Contains all of Genova A37 / B36 NMA (no movement allowed) A38 / B38 NMA B14 - Not Genova B36 / A37 NMA B38 /A38 NMA C14 - Not on the sea C14 / C15 NR (no road through hs) C25 - Only Livorno hex usable as a port C36 - MRih (major road in hex) - Note that because there is also a minor road in this hex, they are deemed to intersect. When you regard the hex, this ruling does not seem very logical, though there are other examples more suitable. The objective is, where possible, to make GENERAL rules, rather than by individual hexes. C37 - NMR (No major road in-hex) D19 - UH (unplayable hex) D25 - Livorno, but not a port hex. Mrih D26 - NMmr (No major or minor road in hex) - note that at times it will be stated that there is no MR in a hex when it is obvious that there is also no mr, and vice-versa. For the sake of simplicity, when something is obvious, it will not be mentioned. D26 - only 4hs all RT (rough terrain). Which are they, you might ask? Now and then SOME things ARE clear about this map, so a glance will suffice. D33 / E33 - SPT (Some PT - plain terrain - in hs). D45 - In the Southeast corner of the hex, there is some pt south of the Tevere. D50 - UH E13 - HA touches river within the hex (see R46 discussed on page one). E25 - Nm (No mountains) E33 / D33 - SPT E46- NMR E49 - Anzio F20 - MR F24 - mr (minor road in hex) F45 - bridge hex F45 - In NW corner of hex, a bit of terrain north of the Tevere F48 - NMR F50 / G49 - all Hahs G18 - only 4 hs HA G22 - NMR G24 - nr (no minor road) G35 / H35 - nr G41 - NPTih (No PT in hex) - note that the relevance is to movement through hs, but it is just easier to state it this way. G49 / F50 - all HA (well, swamp, really) H35 / G35 - nr H44 - only one MR in hex H52 - NR I17 - 3 hs all HA I21 - NR, no Ptih I34 - nr I37 - A hex comparable to R46, except that the relevant terrain is not HA but RT I44 / 145 - Some Pths I45 / 146 - Ditto I53 - UH I58 / J58 NMA J9 - only one MR in hex J16 - nr, only one hs HA J17 - four hs HA J18 Mh (Mt. hex) J21 Nm J45 / J46 - SPT J46 / J47 - NPT (no PT in hs) J50 / J51 - mrhs J50 / K50 - ditto J58 / I58 NMA J61 - UH K9 - no river K17 - 2 hs HA K38 - 2 hs some PT K45 - nm K49 / L49 - NMR K52 / L52 - NPT K54 - 4 hs all RT K55 - All PT K56 - NR K57 - only Napoli hex K58 - UH K59 - UH L27 - The two mr in the hex DO intersect. because although there is a river, there also is a bridge. True for other similar hexes. L27 / L28 mr C28 / M27 - mr L33 - nm L37 / K38 - some PT L38 - only one hs all RT L48 - no bridge L48 / M47 mrhs L48 / M48 ditto L52 - all hs HA L53 - 2 hs all PT (or road) L55 - NMR L56 - nr L57 - Not Napoli L64 - UH I66 UH M26 - 3 hs all RT, mr 2 hs M27 / N26- nr M27 / L28 - mr M44 / N44 - This hs illustrates a point applicable to quite a few others Although a road negates a HA hs for movement, it does not do so for combat. Reason: movement on this scale is BEHIND the lines; combat, along the line. A road snaking its way through HA could easily be blocked for combat purposes. M47 - nm M47 / M48 - mr M52 - nm M54 / N53 - mr M54 / N54 - mr M58 - hex south of bottom map-fold M57 - nex north of bottom map-fold M58 - two hs some PT Nll - nr N26 / M27 - nr N31 - no PT in hs W32 - 4 hs all RT N45 - mh N51 / 050 - PThs - CAN BE IMPORTANT FOR A TERMOLI INVASION N53 / M54 - mr N54 / M54 - mr N61 / 060 - mr N61 / 061 - mr N61 / N62 - nmr N65 / 065 - nmr 016 - nmr - A good example of a hex which could go either way (not that it ever is likely to matter). After all, just how do you define smidgen? 026 - nm 043 - NR 050 - only 4 hs all RT O54 - nm 056 - NR 057 - nr O57 / 058 - nr 062 - nm 067 - Sapri, 4 hs all sea, therefore no movement allowed 067 / P66 - mr 071 - nr P43 / Q43 - NMR P45 - all HA P46 - ditto, albeit has a mr P47 - nm P49 - nm all P50 - no/HA hs P51 - 2 all HA hs (NE, SE) P56 - nr P57 / Q57 - NR P58 - only SW side all HA P6O / Q60 - mr (Would like to change this, but it's in the 4th edition this way) P61 - no all HA hs : this is another example of a hex with two mr which can not be ruled to intersect, due to the river. P64 - only two hs all HA P67 - two hs all sea, no movement allowed Q26 - nr Q41 - nm Q43 - nm Q44 - nm Q45 - 2 hs all HA Q47 - nm Q51 - 2 hs all HA Q55 / Q56 - nr Q58 - NR Q60 / P60 - mr Q62 - 2 hs all HA Q63 - nr Q64 / R63 - mr (another one which could go either way) Q64 / R64 - mr R38 - nm R44 - all HA R47 / S46 - mr R47 / S47 - mr R50 / S49 - nmr S7 - only PT in hex S20 - NR, nr S33 - 2 hs all HA S49 / S50 - nr S61 / T61 - nr S64 / S65 - mr S64 / T64 - mr T26 - NR T37 - no bridge, hence mr's can't intersect in hex T37 / U37 - nr T41 - no PT in hex T41 / U40 - NR T43 - nm T44 - no PT in hex T48 - nr T63 - only 4 hs all HA T66 - nm U21 / U22 - some PT in hs SPT U22 - MR traverses eastern tip U23 - 2 hs SPT U28 - no PT in hex U36 / V36 - mr U37 / V36 - mr U37 / V37 - NR U38 - MR traverses eastern tip of hex U39 - ditto U42 / V42 - Nmr U53 - nr U59 / U60 - nr V22 / U23 - SPT V36 / U36- nr V36 / U37 - mr V37 / U37- NR V37 / U38- MR V38 / U38 - MR V38 / U39 - MR V39 / U39 - MR V44 - MR through 3 hs, not other 3; this is a hex also comparable to P39. V50 - only 3 hs all RT V60 - only RT in hex W43 / W44 - MR W45 / W46 - NMR W46 - MR traverses eastern tip of hex W46 / W47 - nr W46 / X46 - MR, mr W56 - nr Xl - nm X7 - 4hs all RT X13 - 2 hs are sea, hence no movement X45 / X46 - MR X59 - only RT in hex (point being-nr) YIO - no river Y12 - no on coast Y13 - 4hs are all sea Y52 - only PT in hex Y59 - only RT in hex Y64 - mr traverses SE tip of hex