General
Fortifications and entrenchments are improved defensive positions constructed to provide additional cover for defending units, or to hinder enemy movement (for example, barbed wire). Fortifications are placed in hexes specified by the scenario in place. Fortifications and entrenchments do not affect LOS.

Movement and Occupying
The cost to enter a fortification or entrenchment hex is the same for the hex it occupies. Enemy units may not move into or through an occupied fortification or entrenchment hex, unless conducting a close assault or armor overrun. An abandoned or empty fortification or entrenchment hex may be occupied by either side, unless
otherwise noted. There is no additional cost to enter a fortification or entrenchment, and a unit automatically occupies the position when it enters the hex, as long as doing so does not exceed the position’s stacking limit.
Bunker
A bunker is a fortification. A concrete reinforced bunker provides a +3 cover modifier; wooden bunkers provide a +2 cover modifier. An attacking unit cannot target a unit in a bunker with ATFP; it must use APFP when firing on a bunker.

Sandbags
Sandbags are a fortification. Infantry and Gun units may occupy sandbags, and normal stacking limits apply. A sandbag position provides a +2 cover modifier.

Barbed Wire
Barbed wire is a fortification. An infantry unit that enters a barbed wire hex must stop. The unit may advance out of the barbed wire in the subsequent Advance and Assault Phase, or continue moving normally during the owning player’s next Movement Phase. Infantry units firing from a barbed wire hex suffer a +1 die roll penalty to
their attack. Vehicles may not enter a barbed wire hex. AFVs are unaffected by barbed wire.

Trenches
Trenches are an entrenchment and may only be occupied by infantry units. Normal stacking limits apply to a trench hex. Trenches provide a +2 cover modifier, in addition to the terrain in the hex.

Minefields
Units entering a minefield hex have a 50% chance of being destroyed when they enter the hex

