B. TERRAIN CHART
Rule# Terrain Example LOS Obstacle/ Hindrance TEM/ Indirect† Infantry Cavalry Horse Drawn Motorcycle Armored Car Fully Tracked Halftrack Truck Kindle #/ Spread # Fortifiable Notes
O3. Barb-Wire Fence StC20 0 1+COT 2+COT COT NA COT Be COT Be COT Be COT Be
9.5 Bocage 2T1/2U2 Level-One +2/+1 © 2+COT NA NA NA NA Z+COT B NA NA
6. Bridge 5Y8 Hindrance FFMO: -1*/+1 NA R NA R NA R NA R NA R D NA R D NA R D NA R D No Ent/HIP Mines FFMO if LOS is thru road depiction; otherwise +1; TEM: +1
12. Brush 12AA10 Hindrance 0 2 2 2 4 4 2 2 6 9/6 Yes Deep snow becomes Open Ground
23. Building-Stone 1J2 1-3½ Levels +3(+1*) 2 NA NA NA P NA Z B NA NA 8/9 Mines only Move assumes no road or VBM
23. Building-Wooden 1C7 1-3½ Levels +2(+1*) 2 NA NA NA P NA Z B NA NA 7/8 Mines only IF added +1/level above target
9.7 Cactus Hedge SSR Half-Level +1/0 © Y NA NA W W W W NA Wall/hedge hexsides
14.7 Cactus Patch* SSR █ Half Level +1 3 R 3 R 3 R 9 R 9 R 3 R 3 R 12 R 12/10 Yes f "Ex-orchard" hexes; Always in season
11. Cliff 2W5/2V4 -2/NA* CLIMB NA NA NA NA NA NA NA vs climber; otherwise DOT
17. Crag 15X9 █ Hindrance +1 2 4 C NA NA NA NA NA NA Wire only
FB2. Debris Counter █ Half-Level +1* 2 2 NA NA NA ¼ B1 NA NA Wire only * [EXC: FB2.63]
25. Fire / Blaze Counter █ Smoke DOT* NA NA NA NA NA NA NA NA +3 for Smoke; +2 if Burning Wreck
27. Foxhole Counter +2/+4 © COT* 1+COT 1+COT [NA] 2+COT [NA] 2+COT [NA] COT [B] COT [NA] 4+COT [NA] 1 MF enter/exit beneath
15. Grain 3K9 Hindrance* 0 4 4 1 1 5 10/6 June-Sept Only; MF/MP Apr-Sept
18. Graveyard 12W4 █ Hindrance +1 1 2 C NA [1] 4 [1] NA [1] Z B [1] NA [1] NA [1] Yes [via Grave road hexside only]
19. Gully 5Y3 Depression DOT 2* 2* ALL 4+COT 4+COT 2+COT 3+COT 6+COT BB Yes +COT if not Open Ground
9. Hedge 2T1/2U2 Half-Level +1/0 © 1+COT 1+COT NA NA P 3+COT B 1+COT 2+COT B NA
9.6 Hedge-Hillside 25X4-X5 25U3-U4 Half-Level +2 or +1*©
/+1 or 0*©
W W NA W W W W NA Wall Advan and TEM NA to lower unit
10. Hill 2E8 1-4 Levels DOT* DOT h DOT h DOT h DOT H DOT H DOT H DOT H DOT H Yes +1 HA TEM if no other TEM
Q1. Irrigation Ditch PB FF25 1* COT** 1+COT NA NA NA 2+COT B BB 3+COT Be BB NA Yes * Infantry only; ** 1+COT FFMO NA
16. Marsh [Mudflat] 7G2 Hindrance 0* ALL@ [2] ALL C[2] NA NA [P] NA NA NA NA No HE FP halved; [Mudflat only]
28. Minefield Recorded DOT* COT COT COT COT COT COT COT COT TEM NA to mine attack
14.8 Olive Grove* SSR █ Hindrance +1 2 R 2 R 2 R 6 R 6 R 2 R 2 R 8 R 11/9 Yes f "Ex-orchard" hexes; Always in season
1. Open Ground 1B1 FFMO: -1* 1 1 1 3 3 1 1 4 Yes NA if Height Advantage applies
14. Orchard 6F5 █ Level-One* or Hindrance** 0 1 1 1 3 R 3 R 1 R 1 R 4 R 11/9 Yes *To higher LOS only in Apr-Oct
**Max. Hindrance +1 with 2 Level advantage
FB5.12 Orchard-Dense FB EE37 █ Level-One 1 2 2 2 6 R 6 R 2 R 2 R 8 R 11/9 Yes
30. Pillbox Counter LOS* COT** COT COT COT COT COT COT COT *Based on type & LOS
**costs 1 MF extra to enter/exit beneath
36. Prepared Fire Zone
PFZ Vineyard
PFZ Open Ground

Counter
Counter

█ Hindrance

0
FFMO: -1*

2 R
1

2 R
1

2 R
1

4 R
3

4 B R
3

2 B R
1

2 B R
1

6 B R
4

9/6

Yes f
Yes
NA if Height Advantage applies
32. Railroads-GLRR Overlays —/Half Level/Level-One/Depression FFMO: -1* 1 [DOT] 1 [1+COT] 2 [1+COT] 2 [1+COT] 3 [2+COT] 2 [1+COT] 2 [1+COT] 5 [5+COT] No Entrench If Height-Advantage/Crest-Status are NA; Crossing RR hexside and using RR (Infantry/Cavalry crossing GLRR hexside and not using RR pay COT)
[Crossing non-RR hexside and not using RR Crossing]
32. Railroads-EmRR (D) Overlays 1 [DOT] 1 [1+COT] 2 [1+COT] 2 L [2+COT] 3 L [3+COT] 2 L [2+COT] 2 L [2+COT] 5 L [6+COT] No Entrench
32. Railroads-ElRR (D O) Overlays 1 [h] 1 [h1] 2 [h1] 2 L [NA] 3 L [NA] 2 L [5+COT B] 2 L [5+COT B1] 5 L [NA] No Entrench
32. Railroads-SuRR (D S) Overlays 1 [1+COT] 1 [2+COT] 2 [NA] 2 [NA] 3 [NA] 2 [NA] 2 [NA] 5 [NA] No Entrench
3. Road 1Y10/1Z8 DOT* 1 1 1 ½ ½ [BU:1] ½ [BU:1] ½ [BU:1] ½ [BU:1] Pv No Ent/HIP Mines FFMO if entered at road rate
5. Road-Elevated 13L5 Depression FFMO: -1* 2 R 2 R NA R D 6 X R P NA R D 5 R D 5 R D NA R D No Entrench If Height Advantage NA
4. Road-Sunken 14T3 Depression FFMO: -1* 2 R 2 R NA R D NA R NA R D NA R D NA R D NA R D No Entrench vs unit without Crest status
29. Roadblock Counter Half Level +2/+1 1+COT 1+COT NA NA NA NA NA NA Connects to adjacent bldg/woods
24. Rubble Counter █ Half Level +2 or +3* 3 NA NA NA P NA Z B NA NA * No Same as Wood or Stone Building
7. Runway 14M6 -1* 1 R 1 R 1 R 3 R 3 R 1 R 1 R 4 R Wire & Roadblock only In any fire phase; NA vs armor
8. Sewer 1D5/1E4 —* -2/NA ALL@ NA NA NA NA NA NA NA No LOS to adjacent sewer hex only
2. Shellholes 2U6 +1©* 1 or 2* 2 2 2+COT X 2+COT COT COT 4+COT Yes Treat as OG if entered at 1 MF
FB12. Storage Tanks FB G5 +1 1 NA NA NA NA NA NA NA Not considered a Building; VBM allowed
20. Stream 13N6 Depression DOT *2/3/4 ♦ *2/3/4 ALL BB 4+COT X ♦ 4+COT BB 2+COT BB 3+COT BB 6+COT BB Mine/Wire only Dry/Shallow/Deep
33. Stream-Brush StMM11 Half-Level [—] 0* [FFMO: -1] 4/5/6
[2/3/4]♦
4/5/6
[2/3/4]
M [ALL] 11 ♦
[7]
11
[7]
5
[3]
6
[4]
16
[10]
9/6 Mine/Wire only Vs unit without crest status [if IN stream (and LOS crosses stream hexside)]
33. Stream-Orchard StLL14 Level-One* or Hindrance** [—] 0*** [FFMO: -1] 3/4/5
[2/3/4]♦
3/4/5
[2/3/4]
M
[ALL]
10 ♦
[7]
10
[7]
4
[3]
5
[4]
14
[10]
11/9 Mine/Wire only *To higher LOS only in Apr-Oct; ** Hindrance +1 with 2 level advantage; ***Vs unit without crest status [if IN stream (and LOS crosses stream hexside)]
33. Stream-Woods 47F6 Level-One [—] +1/-1* [FFMO: -1] 4/5/6
[2/3/4]♦
4/5/6
[2/3/4]
M
[ALL]
NA P ♦
[7]
M
[7]
M B/Z & 3
[3]
M
[4]
M
[10]
9/7 Mine/Wire only Vs unit without crest status [if IN stream (and LOS crosses stream hexside)]
FB10. Tennis Courts 1B1 * 1 1 1 3 3 1 1 4 Yes Treat as Open Ground
34. Tower hex [Tower Location] PB C9 SSR DOT [0*] 1+COT [1 per level] NA NA NA P NA Z B NA NA DOT [7/8] Mines only [No] If Height Advantage NA
27. Trench Counter +2/+4 © COT* 1+COT 1+COT [NA] 2+COT [NA] 2+COT [NA] COT [B] COT [NA] 4+COT [NA] 1 MF enter/exit beneath
22. Valley 24P8 Level -1 DOT DOT DOT DOT DOT DOT DOT DOT DOT Yes Note h and H when moving higher
12.7 Vineyard SSR █ Hindrance 0 2 2 2 4 4 B 2 B 2 B 6 B Yes Parachute landing requires NMC (E9.42); see Z.PBr15.1
9. Wall 2H1/2I1 Half-Level +2/+1 © 1+COT 1+COT NA NA P NA 1+COT NA NA
9.6 Wall-Hillside 25X4-X5 25U3-U4 Half-Level +2 or +1*©
/+1 or 0*©
W W NA W W W W NA Wall Advan and TEM NA to lower unit
21. Water Obstacle 7E2 Level -1 FFMO: -1* ALL*@ ALL* ALL* NA NA NA NA NA No Only if Fordable (B20.8)
13. Woods 1C9 Level-One +1/-1 2 R 4 C R ALL B R NA P R ALL B R ALL B*/Z D R ALL B R ALL B R 9/7 Yes If no road, VBM, or TB
35. Woods-Light SSR Level-One* or +2 Hindrance +1/-1 2 R 4 C R ALL B R NA P R ALL B R ALL B**/z D R ALL B**/z D R ALL B R 9/7 Yes * To higher LOS only
** If no road, VBM, or TB
13.8 Woods-Pine SSR Level-Two +1/-1 1½ R 3 C R ALL B R NA P R ALL B R ALL B*/Z D R ALL B R ALL B R 9/7 Yes If no road, VBM, or TB
D10. Weck Counter █ Hindrance +1 © COT COT DOT +1* DOT DOT +1* DOT +1* DOT +1* DOT +1* Per Veh./Wreck; +2 if enter via road

Terrain listed in red is Concealment Terrain C: Cavalry may not charge O: One-Lane Bridge rules (6.4-.431) apply [EXC: VCA no restricted] when crossing RR hexside
Terrain shown underlined confers -1 Rally DRM. COT: Cost of Terrain p: Paved Road rules apply unless noted otherwise
†: Indirect Fire TEM is listed following a "/" only if different from Direct Fire TEM D: All MP penalties for entering a hex containing a wreck/vehicle or changing VCA are doubled P: May be Pushed
*,**,***: See Notes Column DOT: Dependent on Other Terrain in hex Pv: If Paved
█: Whole hex affects LOS; not the terrain depiction (Inherent Terrain; B.6) f: +2 DRM for Entrenching Attempt on Desert Board (F.1) unless Sand is present; F.1B R: or per road cost if through Road/Runway, or track cost if through track, hexside
@: May not enter during APh FFMO: -1 DRM vs Moving Infantry in Open Ground S: Sunken Lane rules apply (4.43)
♦: Deep Stream: Infantry must become CX; Motorcycles may not enter h: MF cost of each full level higher elevation entered is doubled (i.e., 2 × COT) [EXC: changing levels within a building costs 1 MF] W: Entry as per wall/hedge
©: Not cumulative with terrain in same hex [EXC: LOS Hindrance DRM] h1: 2 x [1+COT] X: Requires Wreck Check dr
B: Requires Bog DR to enter/change VCA within H: Add 4 MP for each full level higher elevation entered [EXC: Via road add 2 MP] Y: Crossable only via Minimum Move, Low Crawl, or Advance vs Difficult Terrain
Be: Requires Bog DR to enter L: +1 MP if entering a half-level higher elevation Z: Half of MP allotment (+3 Bog Check DRM)
BB: Requires Bog DR to exit via non-depression hexside M: Minimum Move required z: One-third of MP allotment (+1 Bog Check DRM)
B1: Requires Bog Check with +1 DRM to enter NA: Not allowed