B. TERRAIN

B.1 SYMBOLOGY: For aesthetic purposes, terrain symbology may extend marginally out of a hex into an adjacent hex of another type, but most hexes are dominated by one specific terrain type and are governed by the rules for that specific terrain type. Usually, the dominant terrain type includes the hex center dot, but occasionally building hexes have a hex center dot in Open Ground; an Open Ground hex center dot never changes a hex containing a building to an Open Ground hex. In some cases a hex will contain more than one terrain type with neither dominant over the other, in which case the terrain effects of both types are cumulative.

EX: The brush symbology of 14H2 extends into H1 and I2 but there should be no doubt that the latter are woods hexes. However, a LOS from H1 to I3 is subject to a +1 Hindrance DRM due to the Brush depiction crossed along the H2-I2 hexside. Common sense must prevail. Just because the hex center dot in 14P1, dD0 of Deluxe ASL, or 4X8 does not touch the buildings in those hexes does not mean that they are Open Ground hexes; they are building hexes although a LOS may be traced through them as if they were Open Ground, provided the building depiction is not crossed. On the other hand, 2I9 is a combination building-woods hex and 2M4 is a wooded hill hex.

B.2 COT: This term means "Cost of Terrain" and refers to the normal MF/MP cost for entrance of a hex plus the movement cost of any Artificial Terrain therein. Therefore, if Infantry must pay double the COT to enter a higher elevation hex also containing SMOKE it costs 2 x 2=4 MF, not 2 x 1=2 + 1=3 MF [EXC: Abrupt Elevation Changes; 10.5]. COT is usually used in conjunction with an added cost to enter a hex; e.g., it costs Infantry one MF plus the normal cost of entry into the next hex to cross a wall hexside. Therefore, a squad crossing a wall hexside into an Open Ground hex pays two MF (1 + 1 [COT] = 2), while a squad crossing a wall hexside into a woods hex pays three MF (1 + 2 [COT] = 3).

B.3 MP COSTS: To avoid needless repetition, vehicular movement costs for each terrain type are listed only on the MP Entrance Cost column of the Terrain Chart for each of the six general classifications of vehicles, and alluded to in the written rules only where further clarification may prove helpful.

B.4 HINDRANCE LEVEL: In the course of relating LOS rules, the word "through" will be used only in relation to a LOS which is actually traced through that terrain type at an elevation wherein the terrain has some effect. Tracing a LOS over a terrain type such that the terrain type has no effect is assumed to be understood and therefore is not continually referred to. Similarly, any wreck, AFV, or LOS Hindrance in a Blind Hex does not affect a LOS over that Blind Hex to a target beyond unless the Hindrance is of such a height (SMOKE) to be able to affect a LOS over that hex.

B.5 CONTINUOUS SLOPE: A Continuous Slope is a change in elevation such that, in each hex successively crossed by the LOS, the elevation changes by one level in a continuous gradient. All rules pertaining to same-level LOS also apply to Continuous Slope LOS even though the latter term is not mentioned.

EX: A LOS traced from 15Y6 to U8 is a Continuous Slope LOS and would be affected by any LOS Hindrance in those hexes. A LOS traced from Y6 to V6 is not a Continuous Slope LOS however, because it crosses two hexes (W6, X6) which are at the same elevation.

B.6 INHERENT TERRAIN: Certain terrain depictions (orchard, crag, graveyard, shellholes) and counter contents of a hex (SMOKE, rubble, AFV, wreck) [EXC: Bypass AFV/Wreck (D9.4)] identify the entire hex (inclusive of hexsides) as having the characteristics of that terrain type. It is not necessary that a LOS actually cross such a symbol to be affected - mere entrance of the hex (even if only to trace a LOS to or through a vertex of such a hex) or a LOS exactly along one of its hexsides (A6.1) suffices. A LOS traced exactly along such a hexside is considered to have passed through only one such hex - not two - even if that hexside is shared by another LOS Hindrance hex. If the Hindrance DRM of two such hexes differ, the larger of the two Hindrance DRM is used.

B.7 LOS & TERRAIN CHECKS: To make LOS checks easier and to also clearly see terrain depictions without having to shift counters on the board, it is suggested that a duplicate mapboard configuration be laid out adjacent to the boards in play. Duplicate boards may be purchased by mail directly from The Avalon Hill Game Co. Request an updated ASL Parts List before ordering.

B.8 RANDOM DIRECTION: Whenever a dr is called for to determine a Random Direction not involving a Directional Aid Counter already in place, any board is chosen as a reference point and a dr is made. A dr of 1 refers to the hexside containing the grid coordinate, a dr of 2 refers to the next hexside in a clockwise direction, etc.

B.9 ARTIFICIAL TERRAIN: Any counter other than an entrenchment, pillbox, and/or shellhole placed in a hex which affects the TEM of that hex is Artificial Terrain. Any AFV, wreck, SMOKE (or roadblock along the LOS) can increase the TEM of a hex. The TEM of entrenchment, pillbox, or shellhole counters are dependent on MF expended upon entry and therefore are not considered Artificial Terrain. Q&A

B.10 LOS HINDRANCE BLOCKAGE: Any combination of SMOKE, vision (weather), and/or terrain LOS Hindrance DRM ≥ +6 blocks that LOS completely.