- [8.0]? OBSERVATION, VISIBILITY & RECONNAISSANCE
Friendly units can observe enemy units in hexes they can trace a valid Line of Sight (LOS) into. Tracing a valid LOS depends on visibility, range, and terrain that the LOS traverses. If a valid LOS cannot be traced from a friendly unit into an enemy unit's hex, that enemy unit is unobserved. Unobserved units may not be examined by the opposing player, and unobserved units that are barraged receive a DRM in their favor on the Artillery Fire Table. Friendly units that can observe enemy units are not automatically observed by those enemy units; those enemy units must trace their own LOS to observe the units observing them.
Example: A unit on a vantage point in woods can see an enemy unit two hexes away in clear (open) terrain. The enemy unit in clear terrain cannot observe the unit in woods due to the covering terrain.
- [8.1.0]? Line of Sight
- A Line of Sight (LOS) is traced like an imaginary straight line drawn from the center of the observing unit's hex to the center of the target hex. If this line passes through any hex containing blocking terrain, the LOS is not valid. If no blocking terrain interferes, and visibility, range and terrain permit it (see below), a valid LOS exists.
- [8.1.1]? Blocking Terrain
- Woods, forest, vantage points and cities are all blocking terrain. Blocking terrain is ignored in the observing unit's hex and the target hex. A LOS that runs along a hexside in a parallel fashion is blocked only if both hexes of that hexside contain blocking terrain.
- [8.1.1a]? Observer in Town, City or Vantage Point
- If the observing unit is in a town or city, only another city or vantage point hex will block the LOS. If an observing unit is on a vantage point, only another vantage point hex will block its LOS.
- [8.2.0]? Line of Sight Range
- All LOS have a maximum range, which is the total number of hexes it may pass through; this includes the target hex, but not the observer's. The terrain in the observer's hex usually determines maximum range, but this range may be affected by visibility (see below), rough terrain, and any covering terrain in the target hex.
- [8.2.1]? Line of Sight Range In Hexes
- The normal LOS range is one hex (adjacent). Units in populated (location, village, town, City) hexes have a LOS range of two hexes. Units in a vantage point hex have a maximum LOS range of three hexes.
- [8.2.2]? Rough Terrain and LOS Range
An LOS traced through or into a rough terrain has its range reduced by one (exception: a LOS range is never reduced to zero). This reduction is applied only once to an LOS regardless of how many hexes of rough terrain it passes through. Do not count the observer's hex for this.
Play Note: Rough at 3 hexes is always considered covering terrain.
- [8.3.0]? Visibility
- Visibility represents weather and night restrictions on LOS distance. Can you see and how far?
- [8.3.1]? Weather and Night Effects
- For Clear or Partial Overcast weather, the maximum range of an LOS is unaffected. For Overcast weather the maximum LOS range is two hexes. During a Night turn the maximum LOS range is one hex (adjacent).
- [8.3.2]? Nebelwerfer/Rocket Fire and Increased Visibility
- Rocket (Nebelwerfer) units that fire can be observed from a distance one hex greater than a unit's usual observation range, regardless of whether or not the rocket unit is in covering terrain. Mark them with a hit marker on top to remind players that they have fired. Maximum sighting range is still 3 hexes.
- [8.4.0]? Covering Terrain
Covering Terrain allows units to 'hide' from observation - 'covering them up' if you will. For the purposes of observation, all populated hexes, woods, forests and fortifications are Covering Terrain for static units. Towns, Cities, woods, forests and fortifications are Covering Terrain for moving and retreating units. Fieldworks are covering terrain for purposes of determining Mandatory Combat.
(Optional: Locations and Villages are not Covering Terrain for static units if the observer is on a Vantage Point and the LOS distance is two or less).
For simplicity, if a hex contains even a little covering terrain, the entire hex is considered covering terrain.
Play Note: Locations and villages are not covering terrain for units moving through them or units retreating into them.
- [8.4.1]? Observation and Covering Terrain
In all cases, a unit in covering terrain can only be observed by adjacent enemy units. Additionally, the unit in covering terrain must either be marked with an Attack or Prepared Assault marker (See 10.0), or the enemy unit attempting to observe must be so designated. The concepts of observation and Covering Terrain are important when an artillery barrage (see 12.0) is being conducted.
Design Note: In effect, the act of launching an attack negates the benefit of cover for the attacking units. Also, if enemy units are located in covering terrain, friendly units will only be able to spot them if those enemy units attack, or are attacked by adjacent friendly units. The other implication of this rule is that the only units which can ever observe units in covering terrain are units that are in adjacent hexes, and then only if some kind of attack is taking place. Together, these rules allow units to "hide" in covering terrain if they are not attacking or being attacked.
- [8.5.0]? Fog of War & Observation
- A stack of unobserved units may not be examined by the enemy player. When more than one unit is present in a hex, the owning player is free to choose any non-HQ unit to be the topmost unit in the stack. (Optional: If players have enough blank counters, feel free to place them on top of unobserved stacks).
- [8.5.1]? Examining Stacks under Fieldworks or Fortifications
Units under a constructed Fieldwork marker may only be examined if the observer is on a vantage point and the observed hex has no Covering terrain, or at the beginning of Ground Assault resolution. Units in Fortifications may not be examined until Ground Assault resolution. If units in Fieldworks or Fortifications are barraged, the owning player only has to reveal the density modifiers and if there are any mixed or armor modifiers to the barrage.
Design Note: This makes vantage points very important.
- [8.6.0]? Reconnaissance Units
- If a Recon unit ends its movement adjacent to an enemy stack the active player may examine the contents of that enemy stack. Rule 8.5.1 above still applies, however. For purposes of this rule "Recon Unit" includes German infantry units with the identifier Rec.
- [8.7.0]? US Air Observation
- When a turn's atmospheric condition is clear, any German unit that is not in Fieldworks or Fortifications, in Clear or Rough Terrain, is considered observed for purposes of examining a stack. In addition, any German unit using Road movement is considered observed. For purposes of observing for US artillery fire from the air, see rule 12.1.6f.
