9.1 Panjis20 are Fortification counters that can be set up (to a maximum of one per hex) only prior to the start of a scenario that uses PTO Terrain (G.1). Panjis are listed in the scenario OB by the total number of Covered hexsides (9.3) allotted. The player may set up as many Panji counters as he wishes, provided the total number of their Covered hexsides does not exceed the OB limit. Panjis may be set up in any non-subterranean terrain other than building, rubble, marsh, swamp, paved road/runway, crag or Water Obstacle, nor may they be set up in any hex that contains wire/mines or a Roadblock counter (whether onboard or hidden). Panjis may be set up in a bridge Location, but only the road hexsides of that Location may be Covered hexsides of that Panji counter, and a unit above that Panji counter cannot claim bridge TEM. Panjis cannot be set up at Crest level in a Depression; i.e., a Crest unit is not considered to be above a Panji counter even though it may be placed physically upon it. Panjis cannot be moved, and do not affect stacking limits. A Panji counter does not create a new Location in its hex; the term "panji Location" used herein simply refers to a Location that contains a Panji counter.
9.11 HIP: When setting up a Panji counter using HIP, record its ID letter and the hexside that corresponds to the "top" of the counter, with the first coordinate listed being the setup hex. When a Panji counter loses HIP status, all of its Covered hexsides are revealed. See also 9.4.
EX: If the Panji counters in the 9.3 illustration had originally been hidden, their owner would have recorded their setup as "Panji A: 37EE7-EE8" and "Panji C: 37DD7-DD8".
9.12 UNIT SETUP: Neither a non-vehicular Gun, nor any unit not allowed to move from above to below a Panji counter (9.5), may set up above a Panji counter.
9.121 TRIP FLARES: A trip flare (G.8) in a panji Location that contains no jungle/bamboo can be set off only by qualifying entry/Search across a Covered hexside of that Panji counter or by a qualifying MF/MP expenditure made while the unit/stack enters/remains above that Panji counter.
9.2 LOS & TEM: A Panji counter is neither an obstacle nor a Hindrance to LOS. It has no TEM and does not alter the TEM of other terrain in its hex [EXC: an AFV/wreck above a Panji counter provides no TEM, and thus if in Open Ground does not change its hex to non-Open Ground].
9.21 ATTACKS: Infantry above a Panji counter may use only Inherent FP/SW, LMG, LATW [EXC: 20mm ATR] and/or FT, and may not Interdict. An Infantry/Cavalry unit above a Panji counter must add a +1 DRM to each attack (including CC) it makes or participates in (limit of +1 per attack), receives a +1 Ambush drm (A11.4), and each CC attack vs it receives a -1 DRM. See also 9.52.
9.211 DC: Infantry above a Panji counter may not Place, Throw or Set a DC, nor may Infantry beneath a Panji counter Place a DC across a Covered hexside of that Panji counter. An unbroken Japanese Infantry unit above a Panji counter may detonate its DC as per 1.424, but vs its target(s, if any) beneath that Panji counter the attack is resolved as a Thrown DC. A DC Placed into a panji Location across one of that Panji counter's Covered hexsides attacks its target(s, if any) beneath that Panji counter as if it were a Thrown DC. See also 9.72.
9.3 COVERED HEXSIDE: Each Panji counter creates one to six Covered hexsides in its hex. The Covered hexsides of Panji counters are indicated in the same way that HD counters indicate HD hexsides. Covered hex-sides can cause Infantry to take Panji MC (9.31) and can eliminate/immobilize other types of units as well.
EX: Hexsides 37DD7-CC8, DD7-DD8 and DD7-EE8 are all Covered hexsides of Panji counter C. Only hexside EE7-EE8 is a Covered hexside of Panji counter A.
9.31 PANJI MC: A Panji MC is a NMC (∆); however, Heat of Battle does not apply. Moreover, if a Panji MC DR is any Original Doubles < 12, the Infantry unit taking it also suffers Casualty Reduction, even if it does not break; an Original 12 DR also causes a Casualty MC (A10.31). In all cases, if the Infantry unit fails the Panji MC it first suffers Replacement (if applicable), then undergoes Casualty Reduction (or the Casualty MC) as/if applicable, then suffers the Panji MC break result. A Final DR equal to the unit's current morale pins the unit unless it is immune to pin results.
9.4 ENTRY: A Panji counter does not alter the MF/MP entry cost of its Location, except as it prohibits both Bypass (in certain cases; 9.46) and the use of a Bank counter (8.7). A non-Dummy (determined as per A12.11) ground unit/stack that enters a panji Location is placed above that Panji counter if the hexside it enters across (i.e., the hexside common to both the hex being entered and the one being exited) is a Covered hexside of that Panji counter [EXC: if entering within a trench or subterranean passage; 9.45]. For entry across one of its non-Covered hexsides see 9.45-.46. A unit entering onto a Panji counter can lose its concealment (9.53) and cannot use road bonus (9.54). If a hidden Panji counter's Location is entered across one of its Covered hexsides by a unit of the side that owns the Panji counter, 9.41-.44 apply unchanged but the Panji counter is revealed only if a Good Order enemy ground unit has the applicable necessary LOS to it.
EX: See the 9.3 illustration. Squad A must expend two MF to enter EE7 (or would expend three MF if hexside EE8-EE7 contained a wall or hedge), and is placed above Panji counter A regardless of phase.
9.41 INFANTRY: Each Infantry unit that enters a panji Location across one of that Panji counter's Covered hexsides must immediately (before Defensive-First-Fire/Interdiction/minefield attacks are conducted vs it) take a Panji MC unless it is using Assault Movement, Armored Assault (D9.31) or Low Crawl, is making a normal advance (i.e., not vs Difficult Terrain), is forced back out of that Location as per A12.15, is required to take a PTC as per 9.43, or is entering while in a trench or subterranean passage (9.45). After fully resolving all resulting Panji MC (if any), Defensive-First-Fire/Interdiction is conducted vs the unit/stack in the normal manner. After that, if it is still able and otherwise allowed to, it may [EXC: during the APh] expend an extra MF and thereby be placed under the Panji counter; see 9.5. A broken unit need not rout across a Covered hexside if doing so would put it above that Panji counter, provided it has an alternate legal rout path.
9.411 MANHANDLING: 9.41 applies to an Infantry unit that Manhandles a Gun/motorcycle/boat into a panji Location across one of that Panji counter's Covered hexsides. However, the item being Manhandled is immediately (as per 9.41) eliminated upon entering unless the unit is forced back out of that Location as per A12.15.
9.42 VEHICLE: A vehicle (including Wagon) that enters a panji Location across one of that Panji counter's Covered hexsides is immediately (as per 9.41) immobilized unless it is a full-tracked AFV/dozer [EXC: a Ridden motorcycle entering thusly is immediately eliminated, and its Rider(s) must Bail Out; 9.423 then applies]. If the full-tracked AFV/dozer is still Mobile after all Defensive First Fire.vs it has been resolved, it may expend an extra MP to move beneath the Panji counter (9.5), or may Stop/fire, etc., in the normal manner [EXC: VCA change is NA; 9.52].
9.422 HORSE/BICYCLE: A horse/bicycle that is ridden into a panji Location across one of that Panji counter's Covered hexsides is immediately (as per 9.41) eliminated [EXC: such a horse that expended eleven MF (inclusive of that Location's COT) to enter is not eliminated, unless it is Galloping/Charging]. If it is eliminated, its Rider(s) must Bail Out and 9.423 then applies. Horses being "led" (A13.7), and bicycles being portaged (D15.82), are not directly affected. Cavalry may Gallop/Charge neither onto nor off of a non-hidden Panji counter.
9.423 PRC: PRC disembarking (in any fashion) from transport that is above a Panji counter do so onto the Panji counter. After resolving their Bailing Out NMC (if any), they are then treated as entering Infantry (9.41) even if they disembarked as a stack.
9.43 STACK: Should a non-Aerial stack that moves/advances across a road/path/Depression/TB hexside be required to take a Panji MC therein, the ATTACKER randomly selects one non-prisoner unit in that stack to take it. After fully resolving all resulting Panji MC (but prior to Defensive First Fire if it is the MPh), all other units in that stack not exempt from PTC must take a normal PTC which leadership can modify. [EXC to all: If the stack is berserk or conducting a Human-Wave/Banzai-Charge, 9.41—not 9.43—applies.] 9.41 also applies to a routing stack.
9.44 COLUMN: Should a non-Dummy (determined as per A12.11) Column unit that enters a hidden-panji Location be required to take a Panji MC therein, that Column automatically Disbands after all Defensive First Fire ensuing from that Impulse has been resolved. The same would apply if the panjis were not hidden, except in this case the Column could opt to Disband as per E11.53 (unless forced back to its previous Location as per A12.15, in which case it would automatically Disband as per E11.53).
9.45 NON-COVERED HEXSIDE: A ground unit's non-Bypass entry into a panji Location is not affected by that Panji counter if the unit is crossing one of that Panji counter's non-Covered hexsides, or is crossing one of its Covered hexsides while using a trench or subterranean passage. Each unit entering thusly is placed directly beneath the Panji counter.
EX: See the 9.3 illustration. If squad D enters EE7, or DD7 while not attempting Bypass, it is placed beneath that hex's Panji counter since in both cases the hexside it crosses is non-Covered. Likewise, any unit entering EE7 from DD7 (or vice-versa) is placed beneath the Panji counter in its new hex. If squads A and B were both beneath Trench counters and moved within those trenches to each other's hex, no Panji MC/penalty would result (and squad A would enter EE7 directly to beneath Panji counter A).
9.46 BYPASS: Bypassing in a panji Location is NA along a hexside that is/touches a Covered hexside of that Panji counter. When a unit attempts such entry (e.g., if the Panji counter is hidden), it must still expend whatever MF/MP such Bypass would have cost if there were no Panji counter in that hex but does so in its current position (like a vehicle lacking sufficient clearance to Bypass; D2.3). If that unit is a vehicle it must then also expend a Stop MP as per D2.3. Bypass blocked in this manner does not itself end the unit's MPh. A hidden Panji counter that blocks a Bypass move must be revealed immediately. Unless otherwise prohibited, Bypass in a panji Location is allowed along a hexside that neither is, nor touches, a Covered hexside of that Panji counter; and each unit thusly entering is placed directly beneath the Panji counter.
EX: See the 9.3 illustration and assume that light jungle is in effect. A unit may Bypass in DD7 only along hexside DD7-DD6. Hexsides DD7-CC8, DD7-DD8 and DD7-EE8 cannot be Bypassed because they are Covered hexsides; and hexside DD7-EE7, despite being a non-Covered hex-side, cannot be Bypassed because it touches a Covered hexside (DD7-EE8) of Panji counter C. If Panji counter C were hidden and squad B attempted to Bypass along hexside DD7-EE8, it would reveal that Panji counter but would be blocked from actually entering DD7 (thus making it immune to a TPBF/Snap-Shot from, or any mines in, DD7), and would have to expend (while still beneath Panji counter A) the one-MF cost of that attempted Bypass. The same would be true if squad C exited EE6 by Bypassing along hexside DD6-EE7 and then attempted to continue Bypassing along hexside DD7-EE7; however, squad C would have to expend the extra MF for the blocked Bypass attempt while in Bypass at vertex DD6-EE7-DD7. Squad B may Bypass DD7 along hexside DD7-DD6, and upon entering DD7 is placed beneath Panji counter C. Alternatively, squad B could Bypass along hexside FF7-EE8 because that hexside, even though it touches a Covered hexside of the EE7 panji Location, is not in that panji Location.
9.47 AERIAL: After a ⅝" parachute has landed in a panji Location and its Landing MC/TC (if any; E9.42) has been resolved, its owner must make one dr (∆) for it (or one for each panji Location that contains its Personnel revealed by "downwind scatter"; E9.42). There is a +1 drm if the landing unit is broken, and a +drm equal to half (FRU) the number of Covered hexsides on that Panji counter. (If hidden, the Panji counter must be revealed at this time.) These drm are applied individually to each Personnel unit revealed by "downwind scatter". If the Final dr is ≤ 6, the parachute (or each Personnel unit to which that Final result applies) is placed beneath the Panji counter; otherwise it is placed above the Panji counter and must immediately take a Panji MC (just one such MC for all revealed units in the hex) using a Morale Level of 7. A ½" parachute landing in a panji Location follows the same procedure to determine its placement therein, but automatically receives both +drm.
A glider landing in a panji Location receives a +1 drm to its Crash dr (E8.23) if it lands across (as determined by its Avenue of Approach) a Covered hexside of that Panji counter. If it survives it is placed beneath the Panji counter, and its occupants will disembark beneath the Panji counter as per 9.51.
9.48 SEARCHING: Searching an adjacent panji Location can cause casualties as per A12.154 if a Covered hexside is common to that Location and the Searcher's Location. A hidden Panji counter is revealed when its Location is Searched. A unit above a Panji counter may not Search.
EX: See the 9.3 illustration. If squad A Searches EE7/DD7 it can suffer Casualty Reduction as per A12.154, due to the Search being conducted "across" a Covered hexside. This would also be true for squad B Searching EE8, as well as for squad E Searching CC8/DD8/EE8.
9.5 ABOVE/BENEATH: Only Mobile full-tracked AFV/dozers, Infantry [EXC: if Manhandling], horses being "led" (A13.7), and Cavalry may change position from beneath a Panji counter to above it or vice-versa. The cost to do so is one MF/MP (even if using Reverse movement), expended separately from other MF/MP costs.21 No Panji MC or other panji-caused penalty ensues from this action, which is carried out after resolving all Defensive-First-Fire/Interdiction allowed by the unit's previous MF/MP expenditure. Infantry may not advance/Withdraw-from-CC off of a Panji counter. An ATTACKER unit entering a panji Location to conduct any type of OVR may make that attack before or after thusly changing position in that hex. See the 9.6 example.
9.51 PRC: An Infantry unit in a panji Location can become PRC only if both it and its transport are either above or beneath that Panji counter, but the panjis will not otherwise affect that action. PRC on transport that is beneath a Panji counter disembark to beneath it. See also 9.423.
9.52 SW/GUN/VEHICLE: An item that becomes unpossessed while above a Panji counter is left above it. Infantry above a Panji counter may not Recover, Transfer, (un)dismantle, repair or voluntarily malfunction/ disable a SW/Gun. A vehicle above a Panji counter may not change its VCA and cannot be Scrounged. A non-vehicular Gun above a Panji counter cannot be fired, Pushed, (un)hooked, (un)limbered, (un)loaded (unless currently dismantled), or (Un)Packed (10.3)— nor may it be (un)dismantled, repaired or voluntarily malfunctioned/disabled unless in a vehicle.
9.53 CONCEALMENT: Each unit above a Panji counter is considered to be continuously engaging in a concealment-loss activity as per A12.141, and may not make a concealment dr (A12.122) if in the LOS of an unbroken enemy ground unit.
9.54 ROAD BONUS: An Infantry unit/stack cannot claim road bonus (B3.4) during a MPh in which it crosses any Covered hexside. For this purpose assume road bonus to be the last MF the unit/stack can expend in its MPh.
9.55 FORTIFICATIONS: All other Fortifications (and tunnel entrances/ exits) in a panji Location are considered to be beneath that Panji counter, and can be entered only from (or exited only to) beneath that Panji counter [EXC: entering/exiting the hex via a trench; entering the hex via a subterranean passage]. Infantry above a Panji counter may not make/direct an Entrenching Attempt. See also 9.45 and 9.71.
EX: See the 9.3 illustration. A Foxhole counter in EE7 would be placed beneath the Panji counter, and a unit above that Panji counter would have to expend a MF to go beneath it before expending another to enter that foxhole. If the unit subsequently exited the foxhole it would do so to beneath that Panji counter.
9.6 EXIT: A unit above a Panji counter may not directly exit that hex. It must first move/rout beneath that Panji counter as per 9.5, and then it may exit as if no Panji counter were present therein [EXC: only Mobile full-tracked AFV/dozers, Infantry not Manhandling, horses being "led" (A13.7), and Cavalry may thusly exit across one of that Panji counter's Covered hexsides, expending one MF/MP to cross it unless using a trench or subterranean passage]. See also 9.54.
EX: See the 9.3 illustration. If squad B wishes to directly enter EE8 it must expend one MF to cross Covered hexside EE7-EE8 plus the COT of EE8. A tank above Panji counter A would have to expend a MP to go beneath it before exiting that hex (and could not change VCA while above it; 9.52). A truck beneath Panji counter A could not directly enter EE8 since to do so it would first have to cross Covered hexside EE7-EE8—which it cannot do since it is a truck. Note too that none of these units could exit EE7 by Bypassing along hexside DD7-EE8, but they could Bypass along hexside FF7-EE8 (9.46).
EX: See the 9.3 illustration and assume a Terrain Blaze in DD8. Squad A wishes to move to CC8 in a single MPh. It cannot Bypass along hexside DD7-DD8 (9.46), so it begins its MPh by declaring Double Time and entering DD7 (two MF), where it is placed above the Panji counter and takes its Panji MC. Assuming the MC has no effect, it must now move beneath the Panji counter (one MF) before it can cross Covered hexside DD7-CC8 (one MF) to enter CC8 (two MF)—for a total expenditure of six MF.
9.7 REMOVAL: Panji removal does not itself adversely affect a unit above that Panji counter. If the Panji counter is completely eliminated, that unit is simply no longer above a Panji counter. Aside from Falling-Rubble/ Terrain-Blaze, panjis can be removed only in the following ways:
9.71 CLEARANCE: A (predesignated) Covered hexside is changed to a non-Covered hexside upon a successful Clearance DR, using the same principles and procedures as given in B24.7 and B24.73 for Clearing wire. No unit above a Panji counter may attempt, direct or assist in Clearance (including path creation; 2.7).
9.72 HE/DC: If shellholes are created in a panji Location, that Panji counter is eliminated. Otherwise, after fully resolving a FFE-Concentration/ordnance HE attack [EXC: one using HE-Equivalency/the-Vehicle-Target-Type], or a DC attack [EXC: A-T Set DC; 1.6121], vs a Location that contains a Panji counter, ≥ one Covered hexside of that counter becomes a non-Covered hexside if the Original (or Final, for a Set/Thrown DC) IFT DR was a KIA. The number of hexsides changed is equal to that KIA #. If Indirect Fire caused the KIA, randomly determine which Covered-hexside(s) will be so affected; otherwise, the attacker chooses the hexside(s) [EXC: a DC Placed into a panji Location across one of that Panji counter's Covered hexsides will change that Covered hexside before any other].
9.73 AFV/DOZER: During its MPh, a full-tracked AFV/dozer beneath a Panji counter may change a Covered hexside (of that Panji counter) within its VCA to a non-Covered hexside, provided it is not Stopped but is using neither Reverse movement nor VBM. Its owner first declares which hexside it will "clear''; it then expends ¼ (FRU) of its printed MP allotment to do so, and then takes any Bog Check required if in a Bog hex. If it remains Mobile after resolving all Defensive First Fire and Bog DR vs it, that hexside is thusly changed. It may then repeat this procedure if otherwise able.
9.731 BREACH: A Covered paddy hexside breached by a dozer becomes a non-Covered hexside; see 8.8.
9.74 BOMBARDMENT: A Panji counter has a Morale Level of 8 for Bombardment purposes. One randomly determined Covered hexside of the counter becomes a non-Covered hexside for every multiple of one by which its NMC is failed. Otherwise it is treated like wire (C1.822).