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B. TERRAIN 1.

14 hills
1.15 bridges
ORDER OF PRESENTATION/PAGE # 1.16 hexsides
1.17 artificial terrain
1. Open ground 2 1.2 Hindrance
2. Shellholes 1.3 TEM
3. Roads
4. Sunken road 3 2. Shellholes
5. Elevated road 2.1 Described
6. Bridges 4 2.2 LOS effect
7. Runways 5 2.3 Conditional TEM
8. Sewers & tunnels 6 2.4 Cost to enter
9. Walls & hedges 7
10. Hills 11 3. Roads
11. Cliffs 13 3.1 Described
12. Brush 14 3.2 LOS effect 2
13. Woods 15 3.3 TEM
14. Orchard 16 3.4 Cost/bonus
15. Grain 3.41vehicle usage
16. Marsh 17 3.42 MP penalty
17. Crag 3.43 road-negating terrain
18. Graveyard 3.5 Mines, entrenchments NA
19. Gullies 18
20. Streams & crest status 19 4. Sunken road
21. Water obstacles 21 4.1 Described
22. Valley 22 4.2 LOS effect
23. Buildings 4.3 TEM
24. Rubble 28 4.4 Cost to enter
25. Fire (EC & wind) 29 4.41 entering by non-road hexside
26. Wire 32 4.42 restricted exit
27. Entrenchments 33 4.43 sunken lane
28. Minefields 34 4.5 entrenchments NA
29. Roadblocks 36
30. Pillboxes 37 5. Elevated road
31. Village terrain 38 5.1 Described 3
32. Railroads 40 5.2 LOS effect
33. Stream-hex terrain 41 5.21 crest line equivalent
34. Towers 5.22 obstructed view
5.3 TEM
B.1 Symbology 5.4 Cost to enter
B.2 COT 5.41 entering by non-road hexside
B.3 MP costs 5.42 tracked vehicle entry/exit
B.4 Hindrance level 5.5 entrenchments NA
B.5 Continuous slope
B.6 Inherent terrain 6. Bridges
B.7 LOS & terrain checks 6.1 Described
B.8 Random direction 6.2 LOS effect 4
B.9 Artificial terrain 1 6.3 Fire traced through road hexside
B.10 LOS hindrance blockage 6.31 direct fireTEM
6.32 indirect fire TEM
1. Open Ground 6.33 HE vs bridge
1.1 Described 6.331 rubbled bridge
1.11 roads 6.332 destroyed pontoon bridge
1.12 runway
1.13 shellhole 6.4 Entrance/exit of bridge location
6.41 pontoon
6.42 collapse 9.6 Hillside wall/hedge
6.43 width 9.61 LOS
6.431 one-lane 9.62 elevation, TEM & WA
6.44 foot bridge 9.7 Cactus hedge
6.45 underwater
6.5 Burning 10. Hills
6.6 Entrenchments/mines NA 10.1 Described 11
10.11 crest lines
7. Runways 10.2 Different level LOS
7.1 Described 5 10.21 same level LOS
7.2 LOS effect *10.211 Alpine hill option
7.3 TEM 10.22 height & LOS obstruction
7.4 Movement cost 10.23 blind hexes
7.5 allowed fortifications 10.3 TEM
10.31 height advantage TEM 12
8. Sewers & Tunnels 10.4 movement over a crestline
8.1 Sewers 10.5 Abrupt elevation changes
8.2 Sewer location 10.51 terrain cost
8.3 Attacks 10.52 double crests
8.4 Sewer movement
8.41 concealment 11. Cliffs
8.42 sewer emergence [table] 11.1 Described
8.43 vs manhole units 11.2 LOS 13
8.44 APh/CCPh 11.3 TEM
8.45 broken & berserk 11.31 guns unable to shoot to
8.5 Fortifications NA 6 adjacent hex
8.6 Tunnels 11.32 guns able to shoot to adjacent hex
8.61 movement 11.4 Climbing
8.62 RtPh 11.41 falling dr
8.63 destruction 11.42 climbing=hazardous movement
11.43 MF cost
9. Walls & Hedges 11.431 firing while climbing
9.1 described 11.432 APh
9.2 LOS 11.433 commandos
9.21 entrenchments 7 11.434 CX
9.3 TEM
9.31 wall/hedge TEM not cumulative 12. Brush
9.32 wall advantage (WA) 12.1 Described
9.321 WA over all sides 12.2 LOS
9.322 marking WA unit(s) 8 12.3 TEM, hindrance
9.323 mandatory WA 12.4 MF cost
9.324 concealment 12.5 Kindling
9.33 elevation effects 12.6 Snow effect 14
9.34 indirect fire 12.7 Vineyard
9.35 differing base levels
9.36 hulldown 9 13. Woods
9.4 Movement 13.1 Described
9.5 Bocage 13.2 LOS
9.51 depicted 13.3 Air bursts
9.52 LOS effects 13.31 woods-road hex
9.521 LOS restriction 13.32 vehicular OVR in woods/TEM
9.53 DF gun restriction
9.531 TEM & elevation advantage 13.4 MF cost
9.54 cost to cross 13.41 vehicles
9.541 breach 13.42 fully-tracked
9.55 concealment 10 13.421 trail break (TB)
13.4211 wreck/veh on TB 18.3 TEM
13.4212 inf/cav on TB 18.4 graveyard-road MF costs
13.43 AFV riders NA 18.41 infantry MF cost
13.5 Kindling 18.42 no bonus for graveyard-road
13.6 Paths 15 18.43 ordnance NA exc small mortar
13.7 Forest
13.8 Pine woods 19. Gullies
13.81 obstacle height 19.1 Described
13.82 MF cost 19.2 LOS
19.21 gully-woods hex
14. Orchard 19.3 TEM
14.1 Described 19.4 MF cost
14.2 Seasons 19.5 Hill depressions
14.21 same level hindrance 19.51 LOS
14.3 TEM 19.52 crest status
14.4 MF cost
14.5 Kindling 20. Streams & crest status
14.6 Orchard road 20.1 Described
14.7 Cactus patch 20.2 LOS
14.8 Olive grove 20.3 TEM
20.4 Depth [table] 19
15. Grain 20.41 dry
15.1 Described 20.42 shallow
15.2 LOS 16 20.43 deep
15.3 TEM 20.44 flooded
15.4 MF cost 20.45 exit
15.5 Kindled 20.46 vehicles
15.6 Season 20.5 Fortifications
20.6 Fire
16. Marsh 20.7 Frigid/frozen
16.1 Described 20.8 Fords
16.2 LOS 20.9 Crest status
16.3 TEM 20.91 mechanics
16.31 HE attack 20.92 TEM
16.32 firing from marsh 20.93 MPh/APh 20
16.4 MF cost 20.94 Fire/CC
16.41 non-amphibs NA 20.95 SW
16.42 amphibians 20.96 broken units
16.43 bog 20.97 fortifications
16.5 Fortifications NA 20.98 stacking
16.6 Water depth
16.7 Mudflats
16.71 MF costs
16.72 amphib veh
16.8 Weather

17. Crag
17.1 Described
17.2 LOS
17.3 TEM
17.4 MF cost 21. Water Obstacles
17.5 Fortications (except wire) NA 21.1 Described
21.11 canals
18. Graveyards 21.12 rivers
18.1 Described 17 21.121 current [table]
18.2 LOS 21.122 depth
21.13 pond 23.83 rally
21.14 lake/ocean 23.84 obstruction
21.2 LOS 23.85 guns NA exc mortar
21.21 flooded 21 23.86 rubble
21.3 TEM 23.87 factory rooftop access points
21.4 Entrance 23.88 attack effects
21.41 fording 23.9 fortified buildings
21.42 fire restrictions 23.91 optional counters
21.43 breaking 23.911 number specified by SSR/DYO
21.5 Fortifications NA 23.912 improvements
21.6 Ice 23.92 fortified building
23.921 TEM
22. Valley 23.922 entry
22.1 Described 23.9221 breach
22.2 LOS 23.93 guns
22.3 TEM 23.94 kindling 27
22.4 MF cost
24. Rubble
23. Buildings 24.1 Described
23.1 Described 24.11 creation
23.2 LOS 22 24.12 falling rubble
23.21 single story houses 24.121 effect
23.211 lumberyard 24.2 LOS
23.22 two story house 24.3 TEM
23.23 multi-story building 24.4 MP cost
23.24 third level structures 24.5 Fortification NA
23.25 ADJACENT building hexes 24.6 Kindling 28
23.26 stairwell 24.7 Clearance [table]
23.3 TEM 24.71 non-building rubble clearance
23.31 within same building 24.72 fire
23.32 indirect fire 24.73 wire
23.4 MF cost 24.74 minefield
23.41 cellars 23 24.75 set DC
23.42 multi level stacking 24.76 roadblock
23.421 upper levels 24.8 Labor status
23.422 CC
23.423 guns 25. Fire
23.424 scaling 25.1 Described
23.5 Fortifications 25.11 kindling 29
23.6 Kindling 25.12 FT
23.7 Special building types 25.13 HE
23.71 rowhouse 24 25.14 wreck blaze
23.711 breach 25.141 movement
23.72 split level building 25.15 flame
23.721 multihex bldgs/different elevs 25.151 blaze creation/flame extinguishing
23.73 marketplace 25 25.2 SMOKE
23.731-32 unique feature 25.3 TEM/hindrance
23.733 LOS through marketplace 25.4 Entrance/exit
25.5 Environmental conditions (EC) [table]
23.74 factory 25.6 Spreading fire [table] 30
23.741 LOS/TEM 25.61 spreading fire DR modifier
23.742 MF/MP 25.62 EC/wind effect
23.743 factory rubble 26 25.63 wind force [table]
23.8 Rooftops 25.64 wind direction
23.81 TEM 25.65 wind change [table]
23.82 concealment 25.651 gusts
25.66 collapse 31 28.46 multi-hex row minefield
25.7 Extinguishing attempts 28.47 dummy minefield
28.48 hidden mines
26. Wire 28.5 A-T mines
26.1 Described 28.51 attack
26.2 LOS/hindrance 28.52 IFT value, TEM 35
26.3 TEM 28.53 placement
26.31 firing effect 28.531 daisy chain
26.32 location 28.6 clearance
26.4 MF cost 28.61 trail break
26.41 rout 28.62 FFE
26.42 entry NA horses, cycles 28.7 flail tanks
26.43 vehicles 28.71 flail tank fate
26.44 bypass 28.72 flail tank breakdown
26.45 DC 28.8 sappers
26.46 double time (CX) 28.9 booby traps
26.5 clearance
26.51 DC 29. Roadblocks
26.52 FFE 29.1 Described
26.53 fully-tracked vehicle 32 29.2 equivalency
29.3 TEM
27. Entrenchments 29.4 movement effect 36
27.1 Foxhole 29.5 removal
27.11 entrenching
27.12 capacity 30. Pillboxes
27.13 location 30.1 Described
27.2 LOS 30.11 variations
27.3 TEM 30.111 stacking capacity
27.4 MF cost 30.112 CA defense modifications
27.41 RtPh 30.113 non-CA defense modifications
27.42 MPh 30.2 LOS
27.43 tracked vehicles 30.3 pillbox TEM not cumulative
27.44 dual occupancy 30.31 DC
27.5 Trenches 30.32 ordnance TH
27.51 location/occupancy 33 30.33 MF cost
27.52 vehicle in trench 30.34 separate location
27.53 TEM 30.35 special ammo attacks
27.54 MP cost/effect 30.4 MF cost to enter/exit
27.55 HT, wheeled veh NA 30.41 RtPh 37
27.56 anti-tank (AT) ditch 30.42 CC
27.6 Lower level locations 30.43 entry/exit of pillbox hex
30.44 attacker prohibited entry of occupied
28. Minefields pillbox
28.1 Described 30.45 guns
28.2 LOS 30.5 Rout & rally
28.3 TEM 30.6 Same hex
30.7 Concealment
28.4 MP cost 30.8 Bunkers
28.41 minefield attack 30.9 Pillbox control/elimination
28.411 A-T minefield attack 30.91 control
28.412 unit location 34 30.92 elimination
28.413 rout
28.42 vehicles 31. Village Terrain
28.43 PRC 31.1 Narrow street
28.44 minefields in building/trench hexes 31.11 movement
28.45 known minefields 31.12 movement restrictions
31.121 TCA 34.6 Rout
31.122 TCA change 38 34.7 Ground level location
31.123 VCA change
31.124 towing Chapter B. Footnotes 42-43
31.125 (un)loading
31.126 rubble/blaze/wreck
31.13 attack effects
31.131 SMOKE/residual-FP
31.132 CC
31.14 fortifications
31.141 roadblocks
31.1411 removal
31.142 mines
31.15 rubble 39
31.2 Steeple
31.21 stacking
31.3 Single-hex two-story house

32. Railroads
32.1 Railroad types
32.11 corresponding rules
32.11 EmRR terrain types
32.12 GLRR/ElRR overlay anomaly
32.14 RR bridges
32.2 Other terrain
32.21 LOS terrain <= RR height
32.211 LOS terrain => RR height
32.3 Movement
32.31 bypass
32.32 elevation changes 40
32.33 bog
32.4 RR crossings
32.41 ground level RR crossing
32.42 embankment RR crossing
32.43 elevated RR crossing
32.44 sunken RR crossing

33. Stream-hex terrain


33.1 Stream-woods/brush/orchard
33.11 entry
33.12 crest
33.13 TEM

34. Towers
34.1 Described
34.2 LOS, height specified by SSR
34.21 stacking
34.3 TEM
34.31 air bursts 42
34.4 Movement
34.41 vehicles
34.42 infantry
34.43 combat within tower
34.5 Concealment

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