Rule# | Terrain | Example | LOS Obstacle/ Hindrance | TEM/ Indirect† | Infantry | Cavalry | Horse Drawn | Motorcycle | Armored Car | Fully Tracked | Halftrack | Truck | Kindle #/ Spread # | Fortifiable | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13.1 | Broken Ground* | SSR | — | +1 | 2 r | 2 r | 2 br | 6 Ir | 6 br | 2 br | 2 br | 2 br | — | Yes f | Non-Depression OG hexes Accessible to hammada |
13.3 | Cactus Hedge | SSR | Half-Level | +1/0 © | Y | NA | NA | W | W | W | W | NA | — | — | Wall/hedge hexsides |
13.4 | 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 |
4. | Deir | Ovrly "D" | —* | +1**©/0 S | COT | COT | COT | DOT hi | DOT bbhi | DOT bbh | DOT bbhi | DOT bbhi | — | Yes f | *Limited LOS if entrenched/Emplaced in non-Lip hex **(or HD) vs same-level fire across non-adj. Lip |
7.5 | Dune Crest | Ovrly "SD" | Half-Level | +1*©/0 | 1 +COT | 1 +COT | 1 +COT | 1 +COT | 1 +COT | 1 +COT | 1 +COT | 1 +COT | — | — | Vs fire along/across Crest from elevation ≤ target's; otherwise 0 |
3. | Hammada | 26D4 | — | -1* F | 1 | 3 r | 3 r | 4 Ir | 4 Ir | 2 r | 3 Ir | 6 Ir | — | Yes f | Cumulative, DC, or ordance/OBA HE, vs unarmored; otherwise 0 |
6. | Hillock | Ovrly "H" | █ Half-Level | 0* FS | COT | COT | COT | DOT iL | DOT bbiL | DOT bbL | DOT bbiL | DOT bbiL | — | Yes f | +1 TEM or HD possible if behind and "adjacent" (F6.4) to hillock |
10. | Hillside Wall / Hedge | 25X4-X5; 25U3-U4 | Half-Level | +2 or +1*© /+1 or 0*© |
W | W | NA | W | W | W | W | NA | — | — | Wall/hedge respectively. Wall Advan and TEM NA to lower unit |
13.5 | Olive Grove* | SSR | █ One-Level | +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 | 26B1 | ‐ | 0 FS | 1 | 1 | 1 bb | 1 Gir | 1 bbGir | 1 bbr | 1 bbir | 1 bbGir | — | Yes f | |
7. | Sand | Ovrly "S" and "SD" | —** | 0 FS | 1* +COT r | 2* +COT r | 2* +COT br | 4* +COT r | 4* +COT br | 2* +COT br | 3* +COT br | 6* +COT br | — | Yes*** | *Reduce by 1 for Wet/Mud EC **█ Half-Level if High Dune ***pillbox/trench/sangar NA; foxhole TEM halved if no Wet/Mud EC |
8. | Sangar | Counter | — | +1/+3 © | COT* | COT** | COT** | COT** | COT** | COT** | COT** | COT** | — | — | *+1 MF to enter/exit beneath [EXC: via Accessible trench; F8.6] **COT ×2 if Accessible trench present; F8.5 |
2. | Scrub E | 26E9 | — | 0 FS | 1 | 2 r | 2 r | 4 r | 4 bbr | 2 bbr | 3 bbr | 6 bbr | — | Yes f | |
9. | Track* | SSR | — | DOT FS | T | T | T | T | T | T | T | T | — | Yes f | Can negate Boog/Hammada-Immobilization DR |
13.6 | Vineyard | SSR | █ Hindrance | 0 | 2 r | 2 r | 2 r | 4 r | 4 Br | 2 Br | 2 Br | 6 Br | 9/6 | Yes f | |
5. | Wadi | 25P9; Ovrly "W" | Depression | DOT* | 2** r | 2** r | ALL r | 4 + COT ir | 4 + COT bbir | 2 + COT bbr | 3 + COT bbir | 6 + COT bbir | — | Yes f | *Crest status possible for all units **+COT if not OG |
†: Indirect Fire TEM is listed following "/" only if different than Direct Fire TEM | G: Chap. B costs if on a Board 25 hill hex; F.2A |
*,**,***: See Notes Column | h: 1 MP + COT if leaving deir hex via Lip hexside; otherwise, cost is COT (usually OG) |
█: Whole hex affects LOS (Inherent Terrain; B.6) | I: Hammada Immobilization DR required unless on road or track; F3.31 |
B: Requires Bog DR to enter/change VCA within unless on road or track | i: May require Hammada Immobilization DR if Accessible to Hammada; F3.31 |
b: Requires Sand Bog DR to enter/chang VCA within (even if scrub is present) unless on road or track | L: 1 MP/MF + COT if entering a higher elevation; otherwise, cost is COT (usually OG) |
bb: May require Sand Bog DR if Accessible to Sand; F7.31 | r: Road cost instead if through Road/Runway, or track cost if through track, hexside |
©: Not cumulative with +TEM in same hex | S: Most ordnance/OBA FP halved on IFT if Sand is present; F7.4 |
COT: Cost of Terrain | T: If crossing Track hexside, reduce total MF/MP cost by 1 (to minimum of 1) before adding any Weather/Towing/Convoy/SMOKE/Dust cost; F9.1 |
DOT: Dependent on Other Terrain in hex | W: As per Chapter B Terrain Chart for wall/hedge |
E: Concealment Terrain only for Infantry/Entrenchments/Emplaced-Guns; F2.3 | Y: Crossable only via Minimum Move, Low Crawl, or Advance vs Difficult Terrain |
F: -1 FFMO can apply if no HA | Terrain listed in red is Concealment Terrain |
f: +2 DRM for Entrenching Attempt on Desert Board (F.1) unless Sand is present; F.1B |