A terrain hex is defined by the terrain features in the hex. A hex may contain small, aesthetic features that do not affect or define the terrain type of the hex (i.e. a small tree does not constitute a woods hex). Terrain features affect movement by adjusting the Movement Points a unit must expend to enter the hex, and combat is affected
by applying the cover modifier of the target hex to the attacker’s dice roll.
Open Ground
A unit must expend one Movement Point to enter an open ground hex. An open ground hex does not block LOS, and has no effect on combat.
Road
A unit must expend one Movement Point to enter a road hex. A road hex does not block LOS, and has no effect on combat.
Bridge
A bridge hex is considered a road hex for movement purposes. A unit must expend one Movement Point to enter a bridge hex. Vehicles and Guns (whether towed or being moved by their crews) may only enter a bridge hex from a connecting road hex. Bridge hexes over streams and canals negate
the movement effects of the stream or canal; units may move freely over a stream or canal when crossing through a bridge hex. Units in a bridge hex are considered to be on the bridge, not occupying the terrain under the bridge. Bridge hexes do not block LOS, and provide no cover modifier to units occupying the hex
Building
A unit must expend two Movement Points to enter a building hex. Vehicles are prohibited from entering a building hex. Large Guns (i.e. Movement Points of 0) are prohibited from occupying building hexes. Building hexes block LOS, and provide a +3 cover modifier to units occupying the hex.
Woods
A unit must expend two Movement Points to enter a woods hex. Woods hexes block LOS, and provide a +2 cover modifier to units occupying the hex.
Stream
An infantry unit must expend two Movement Points to enter a stream hex. All other units must expend three Movement Points. Stream, hexes do not block LOS and provide a +1 cover modifier to units occupying the hex.
Orchards, Hay Stacks
A unit entering an orchard, hay stack hex must expend one Movement Point. Orchard, hay stack, hexes do not block LOS, but are a hindrance and modify all attack rolls tracing their LOS into or through the hex by +1.
Farmland
A unit entering a farmland hex must expend one Movement Point. Farmland hexes do not block LOS, but are a hindrance and modify all attack rolls that trace their LOS into or through the hex by +1.
Walls and Hedges
Walls and hedges are hexside terrain features. A unit crossing a wall or hedge hexside must expend one Movement Point to cross the hexside in addition to the cost of the terrain in the hex it is entering. Walls and hedges do not block LOS, but are a hindrance and modify attack rolls which trace their LOS across or along the hexside by +1, in addition to any other hex cover or hexside LOS modifiers that may apply. Units adjacent to a wall or hedge hexside ignore the hindrance effects when firing across a wall or hedge; they are considered to be firing over the wall or through the hedge. Units firing along a wall or hedge hexside always apply the hindrance modifier, even if the firing unit(s) are adjacent to the hexside in question.










