Rule# | Terrain | Example | LOS Obstacle/ Hindrance | TEM/ Indirect† | Infantry | Cavalry | Horse Drawn | Motorcycle | Armored Car | Fully Tracked | Halftrack | Truck | Kindle #/ Spread # | Fortifiable | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3. | Bamboo dmm | 35P8 (Brush) | █ One-Level | +1*/-1 | M jpst$ | NA Cp$ | NA | NA | NA | ALL/Z a B***DRt |
NA | NA | 10/10** | No Wire/ Entrench g |
§Dense Jungle *-1 vs DC/HE; see G3.3 **EC DRM × 2 ***If not using road/TB; +2 DRM unless dozing |
13.22 | Beach, Moderate | Overlay "Be" | Level -1 [Level 0] |
0 FS [+1/0] |
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 gg | §Sand (F7.; G13.3) *Reduce by 1 if Hard [Deir vs LOS along/across Beach-Hinterland hexside (veh. is HD)] |
13.21 | Beach, Slight | Overlay "Be" | Level-1 [Level 0] |
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 gg | §Sand (F7.; G13.3) *Reduce by 1 if Hard [vs LOS along/across Beach-Hinterland hexside] |
13.23 | Beach, Steep | Overlay "Be" | Level -1 | 0 FS [+2/0] |
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 gg | §Sand (F7.; G13.3) *Reduce by 1 if Hard [Crest status possible along Beach-Hinterland hexside] |
11.1 | Cave | Counter | — | +4 or +6* © | 2** | NA | NA | NA | NA | NA | NA | NA | — | No | *+6 vs OBA/Area-Target-Type; G11.8 **0 if unit remains hidden; see alto G11.7-.77 |
11.2 | Cave Complex | Multi-hex Subter- ranean Location |
— | — | 0* | NA | NA | NA | NA | NA | NA | NA | — | No | *See G11.73-.77 |
2.2 | Dense Jungle dmn | 35B4 (Woods) | █ Two-Level | +2/-1 | 2 pRst$ | NA CpR$ | NA DR | NA PR | NA DR | ALL/Z a B*DRt |
NA DR | NA DR | 12/12 | Yes g | §Woods *If not using road/TB; +2 DRM unless dozing |
8.11 | Drained Paddy | Overlay "RP" | — | +1q/0 | 1 c | 1 c | NA* | 3 cJ | NA* | 1 c | NA* | NA* | — | Yes | *Open Ground COT if entering via breach; G8.8 |
5. | Hut [Collapsed k] | 35P6 (> 1 Single- Story Wood Bldg) |
One-[Normal-] Level Hindrance | +1 [0] | 2 [2] |
NA [2] |
NA [NA] |
NA [NA P] |
4 [4 B] |
2 [2] |
2 [2] |
NA [5 B] |
6/7 | Mines only* | §Wooden Single-Story Building [§Hut but not Building] *[Mines/Wire or Panjis] |
2. | Light Jungle d | 35B4 (Woods) | Two-Level | +1/-1 | 2 pRt | 4 CpR | ALL B*DR | NA PR | ALL B*DR | ALL/Z B*DRt |
ALL B*DR | ALL B*DR | 12/12 | Yes g | §Woods *If not using road or VBM (or TB if fully-tracked) |
8.13 | In-Season Paddy E | Overlay "RP" | █ Hindrance* | +1q/0 | 1½ c | 1½ c | NA** | 4 cJ | NA** | 1 c | NA** | NA** | 10/6 | Yes | *§Grain (halved; FRD) **Grain COT if entering via breach; G8.8 |
8.12 | Irrigated Paddy | Overlay "RP" | — | {+1q[+2q]/+1} | 3 cj | 3 Cc | NA | NA | NA | 4 B*c | NA | NA | — | Mines/Wire or Panjis |
{DC/HE FP halved; see G8.12} [vs HR; G8.5] *Mud & +2 Bog DRM |
6. | Kunai dn | 35O8 (Grain) | Hindrance | 0 | 2 | 2 | 2 | 4 | 4 | 2 | 2 | 6 | 9/8 | Yes g | §Brush |
13.4 | OCEAN | Overlay "OC" | Level -1 | 0 F | NA [3*] |
NA [3*] |
NA [ALL] |
NA [NA P] |
NA [4+COT u] |
NA **U [2+COT u] |
NA [3+COT u] |
NA **U [6+COT u] |
— — |
Tetra/Wire, A-T/A-B |
*Unless amphibious [shallow] *& CX if in Heavy Surf; G13.447 |
8.21 | Paddy Bank | Counter Overlay "RP" |
— | 0 | [1 *j] {1+COT} |
[1 C] {1+COT} |
[NA] {NA} |
[3 J] {3+COT J} |
[NA] {NA} |
[NA] {1+COT} |
[NA] {NA} |
[NA] {NA} |
— | No | [Onto Bank counter] *Hazardous Movement applies {Across Bank hexside not onto Bank counter} |
4. | Palm Trees | 35O6 (Orchard) | █ One-Level* or Hindrance** |
0 | 1 | 1 | 1 | 3 R | 3 R | 1 R | 1 R | 4 R | 11/11 | Yes | §In-Season Orchard *To higher LOS **To same-level LOS at Palm Trees' Base Level |
9. | Panjis | Counter | — | DOT | COT* [1***j] |
COT Ce [1] |
COT ii [NA] |
COT e [NA] |
COT ii [NA] |
COT ii [1**] |
COT ii [NA] |
COT ii [NA] |
— | "Beneath" only | *Panji MC possible **NA unless AFV/dozer [Above to beneath or vice-versa] ***Advance off NA |
13.7 | Pier | Counter | █ One-Level* [█ Hindrance*] |
0** ©Fw [0 ©Fw] |
2 Rx | NA R | NA R | NA R | NA RD | NA RD | NA RD | NA RD | — [8/9] |
No entr. or HIP mines |
§Bridge *EXC: see G13.71-.711 [wooden] **See also G13.711 |
13.43 | Reef | SSR-designated Ocean hex |
█ Level -1 | 0 [-1*] F | ** [1] |
** [3] |
** [3] |
** [4 I] |
** [4 I] |
** [2] |
** [3 I] |
** [6 I] |
— | Tetra/Wire, A-T/A-B |
*DC, or ordnance/OBA HE, vs unarmored; otherwise 0 [Exposed] **Same as shallow Ocean |
13.6 | Seawall | SSR-designated Beach-Hinterland hexside |
½-Level or Hindrance [One-Level] |
+2*/+1* © [-2/NA**] |
1+COT v [Climb K] |
1+COT v [NA] |
NA v [NA] |
NA P v [NA] |
NA v [NA] |
NA v [NA] |
NA v [NA] |
NA v [NA] |
— | — | *NA to Hinterland unit [High] **See B11.42 |
7. | Swamp n | 35O10 (Marsh adjacent to Jungle) |
Two-Level (but no Hindrance) | +1*/-1 | ALL @ | ALL | NA | NA | NA | NA** | NA | NA** | — | No | §Marsh *DC/ordnance-HE FTP halved; see G7.2 **Unless amphibious, see G7.3 |
14.51 | Tetrahedron | Counter | — (non-OG) | DOT | COT | COT | COT | COT | 1+COT | 1+COT | 1+COT | 1+COT | — | — | Attacks LC on Final dr of ≤ 2 |
G.1 PTO TERRAIN: | |
Except as mentioned otherwise, the following apply whenever "PTO Terrain" is stated as being in effect: | |
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Terrain listed in red is Concealment Terrain Terrain shown underlined confers -1 Rally DRM (A10.61) †: Indirect Fire TEM is listed following "/" only if different from Direct Fire TEM *,**,***: See Notes Column █: Whole hex affects LOS (Inherent Terrain; B.6) $: Stacking limit two if no road; G2.2 & G3.1 §: Except as specified otherwise in rules, treat as the terrain type indicated by the symbol @: APh entry NA a: Tankette/Carrier entry NA; G2.21 & G3.1 B: Requires Bog DR to enter/change-VCA-within unless on road b: Requires Sand Bog DR to enter/change-VCA-within unless on road or track C: Cavalry may not Charge/Gallop in Jungle/Bamboo (even along path; G2.4) [EXC: Gallop allowed along road], IN Irrigated Paddy (G8.12), along Paddy Bank (G8.2112), or onto/off-of non-hidden Panjis (G9.422) c: COT IN Paddy (plus cost to cross Bank if applicable) ©: Not cumulative with +/- TEM in same hex COT: Cost of Terrain; B.2 D: All MP penalties for entering hex that contains wreck/vehicle, or for changing VCA, are doubled |
d: Special rules for Detection apply, see G.4; +2 Recovery drm can apply, see G.5; Ambush terrain (+1 ATTACKER ddm), see G.6 DOT: Dependent on other terrain in hex E: Concealment Terrain only for infantry/Fortifications/Emplaced-Guns; G8.13 e: Eliminated (and Rider must Bail out) if entering onto Panji counter across its covered hexside [EXC: Cavalry expending 11 MF and not Galloping/Charging]; G9.422 F: -1 FFMO can apply if no HA g: Set up and revealed as if at Night; see G.2 gg: Pillbox/trench/sangar NA; foxhole TEM halved if sand is Soft I: Hammada Immobilization dr required; F3.31 ii: Immobilized if entering onto Panji counter across its covered hexside, unless it is a fully-tracked AFV/dozer (G9.42); VCA change NA on Panji counter (G9.52) J: Sidecar NA j: Manhandling NA (G3.2) [EXC: via TB]; G8.12 [EXC: boat]; G8.21 [EXC: cycle]; G9.5) K: Commandoes only; others NA (G13.61) k: Concealment Terrain only for Infantry/Emplaced-Guns; G5.51 M: Requires Minimum Move, Low Crawl, or Advance vs Difficult Terrain; G3.2 m: Mortar fire NA from, and Bypass NA in, this terrain; G2.212, G2.24, & G3.1 |
n: FG restrictions apply; see G.3 P: May be Pushed p: Or per path cost if crossing path hexside (for Bamboo, see also G3.2) q: Vs target IN Paddy. Reduce TEM by 1 vs LOF from higher elevation/across non-bank hexside of target location; G8.3 R: Or per road cost if crossing road hexside r: Road cost instead if through Road/Runway, or Track cost if through Track, hexside S: Most ordnance/OBA FP halved on IFT; F7.4 s: Straying may be possible even in daytime; G2.22 & G3.21 t: Or per Trail break cost if crossing TB hexside (for bamboo, see also G3.2) U: Swamping possible if in Heavy Surf; G13.441 u: COT = one land MP if Waterproofed or two if not (G13.422); Swamping possible if non-Waterproofed (G13.4222) or in Heavy Surf (G13.441) v: 0 + COT for Infantry/Cavalry entering Beach hex, or for any unit crossing Breached low seawall: G13.621 w: HA can apply to unit on pier only vs adjacent, in-LOS unit in water/Beach Location; G13.72 x: Entry NA from beneath same (or to beneath stone) Pier counter; Manhandling (and Horse) entry onto Pier counter NA from water/Beach Location (G13.73) Z: Or may use half of MP allotment at greater Bog risk |