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118.1
Any hex or half hex containing multiple dark green clusters is considered
an orchard hex. An example of an orchard hex is 6F5. The term “orchard”
is used to represent any wooded area without dense undergrowth.
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118.2 The movement cost
for entering an orchard hex is identical to that of Open Ground for all
types of units.
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118.3 Orchards have no terrain
effect modifier of any kind. Therefore, target units moving through an orchard
are not subject to the -2 defensive fire DRM for moving in the open. The
TO HIT category for ordnance weapons firing at an orchard hex is “other”.
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118.4 Orchard hexes do not
block LOS or penetration except as listed below. They are not considered
“woods” for any purpose.
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118.41 Units on the same
level as the orchard may not trace a LOS through more than two orchard hexes
inclusive of the target hex. MG penetration may extend through more than
2 orchard hexes but in so doing is resolved as Area Fire. Remember, however,
that MGs must have a LOS to a target (or suspected target) in order to fire.
Keep in mind that the green clusters do not obstruct LOS, they merely identify
the hex as an orchard hex.
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118.42 The hex directly
behind an orchard hex in direct LOS from a firing hex of higher elevation
is considered a blind hex and cannot be fired upon during any scenario taking
place during April through November.
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118.5 The “kindling”
(102.22) number of an orchard hex is 11+. The “Spread” (59.4)
number is 9+.
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118.6 Orchards do not cause
breakdowns or present any movement hindrance to vehicles.
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118.7 Broken units may rout
through orchard hexes without being eliminated due to the presence of enemy
units in LOS and normal range. An orchard hex is not suitable cover for
a broken unit to end its rout in, although they could remain in such terrain
until a possible route to a woods or building hex exists.
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118.8 The allowable LOS
through orchard hexes is increased from 2 hexes to 3 hexes during any scenario
taking place during the December-March period.