B. TERRAIN CHART

Terrain Example LOS Obstacle/Hindrance TEM/Indirect† MF ENTRANCE COST MP ENTRANCE COST Kindle #/Spread # Fortifiable Notes
Infantry Cavalry Horse Drawn Motorcycle Armored Car Fully Tracked Halftrack Truck
1. Open Ground 1B1 - FFMO: -1* 1 1 1 3 3 1 1 4 - Yes NA if Height Advantage applies
2. Shellholes 2U6 - +1 ©* 1 or 2* 2 2 2 & COT X 2 & COT COT COT 4 & COT - Yes Treat as OG if entered at 1 MF unless BU
3. Road 1Y10/1Z8 - DOT* 1 1 1 ½ ½ [BU:1] ½ [BU:1] ½ [BU:1] ½ - Pv No Ent/HIP Mines FFMO if entered at road rate
4. Sunken Road 14T3 Depression FFMO: -1* 2 R 2 R NA R D NA R NA R D NA R D NA R D NA R D - No Entrench vs unit without Crest status
5. Elevated Road 13L5 Level 1 FFMO: -1* 2 R 2 R NA R D 6 X R P NA R D 5 R D 5 R D NA R D - No Entrench If Height Advantage NA
6. Bridge [AP4, J8] 5Y8 Hindrance FFMO: -1*/+1 NA R NA R NA R NA R NA R D NA R D NA R D NA R D - No Ent/HIP Mines FFMO if LOS is thru road depiction; otherwise +1; TEM: +1
7. Runway 14M6 - -1* 1 R 1 R 1 R 3 R 3 R 1 R 1 R 4 R - Wire & Roadblock In any fire phase; NA vs armor
8. Sewer 1D5/1E4 -* -2/NA ALL@ NA NA NA NA NA NA NA - No LOS to adjacent sewer hex only
9. Wall 2H½I1 Half Level +2/+1 © 1 & COT 1 & COT NA NA P NA 1 & COT NA NA - -  
9. Hedge 2T½U2 Half Level +1/0 © 1 & COT 1 & COT NA NA P 3 & COT B 1 & COT 2 & COT B NA - -  
9.5 Bocage 2T½U2 Level 1 +2/+1 © 2 & COT NA NA NA NA Z & COT B NA NA - -  
10. Hill 2E8 Level 1-4 DOT* DOT h DOT h DOT h DOT H DOT H DOT H DOT H DOT H - Yes +1 HA TEM if no other TEM
11. Cliff 2W5/2V4 - -2/NA* CLIMB NA NA NA NA NA NA NA - - vs climber; otherwise DOT
12. Brush 12AA10 Hindrance 0 2 2 2 4 4 2 2 6 9/6 Yes Deep Snow becomes Open Ground
13. Woods 1C9 Level 1 +1/-1 2 R 4 C R ALL B R NA P R ALL B R ALL B*/Z D R ALL B R ALL B R 9/7 Yes If no road, VBM, or TB
14. Orchard 6F5 ■ Level 1* or Hindrance** 0 1 1 1 3 R 3 R 1 R 1 R 4 R 11/9 Yes To higher LOS only in Apr-Oct
**Max. Hindrance +1 with 2 level adv.
15. Grain 3K9 Hindrance* 0 4 4 1 1 5 10/6 - June-Sept Only; MF/MP Apr-Sept
16. Marsh [Mudflat] 7G2 Hindrance 0* ALL@ [2] ALL C[2] NA NA [P] NA NA NA NA - No HE FP halved; [Mudflat only]
17. Crag 15X9 ■ Hindrance +1 2 4 C NA NA NA NA NA NA - Wire Only  
18. Graveyard 12W4 ■ Hindrance +1 1 2 C NA [1] 4 [1] NA [1] Z B [1] NA [1] NA [1] - Yes [via Grave road hexside only]
19. Gully 5Y3 Depression DOT 2* 2* ALL 4 & COT 4 & COT 2 & COT 3 & COT 6 & COT BB - Yes +COT if not Open Ground
20. Stream 13N6 Depression DOT *2/3/4D *2/3/4 ALL BB 4 & COT XD 4 & COT BB 2 & COT BB 3 & COT BB 6 & COT BB - Mine/Wire Only Dry/Shallow/Deep
21. Water Obstacle 7E2 Level -1 FFMO: -1* ALL*@ ALL* ALL* NA NA NA NA NA - No Only if Fordable
22. Valley 24P8 Level -1 DOT DOT DOT DOT DOT DOT DOT DOT DOT - Yes Note h & H when moving higher
23. Wooden Building 1C7 Level 1-3½ +2(+1*) 2 NA NA NA P NA Z B NA NA 7/8 Mines Only IF adds +1/level above target
23. Stone Building 1J2 Level 1-3½ +3(+1*) 2 NA NA NA P NA Z B NA NA 8/9 Mines Only Move assumes no road or VBM
24. Rubble Counter ■ Half Level +2 or +3* 3 NA NA NA P NA Z B NA NA * No Same as Wood or Stone Building
25. Fire (Blaze) Counter ■ Smoke DOT* NA NA NA NA NA NA NA NA - - +3 for Smoke; +2 if Burning Wreck
26. Wire Counter - DOT COT NA NA NA 4 & COT B 2 & COT B 4 & COT B 4 & COT B - - Exit only in MPh/RtPh
27. Entrenchment Counter - +2/+4 © COT* 1 & COT 1 & COT [NA] 2 & COT [NA] 2 & COT [NA] 2 & COT [NA] 2 & COT [NA] 2 & COT [NA] - - 1 MF to enter/exit beneath; [Trench]
28. Minefield Recorded - DOT* COT COT COT COT COT COT COT COT - - TEM NA to mine attack
29. Roadblock Counter Half Level +2/+1 1 & COT 1 & COT NA NA NA NA NA NA - - Connects to adjacent bldg/woods
30. Pillbox Counter - LOS* COT** COT COT COT COT COT COT COT - - Based on type & LOS; **costs 1 MF extra to enter/exit beneath
31. Wreck Counter ■ Hindrance +1 © COT COT DOT +1* DOT DOT +1* DOT +1* DOT +1* DOT +1* - - Per Veh./Wreck; +2 if ent. via road

†: Indirect Fire TEM is listed following a "/" only if different from Direct Fire TEM. *,**: See Notes Column @: May not enter during APh B: Requires Bog DR to enter/change VCA within BB: Requires Bog DR to exit via non-depression hexside C: Cavalry may not charge ©: Not cumulative with other terrain in same hex [EXC: LOS Hindrance DRM] COT: Cost of Terrain D: All MP penalties for entering a hex containing a wreck/Vehicle or changing VCA are doubled DOT: Dependant on Other Terrain in hex FFMO: -1 DRM vs Moving Infantry in Open Ground h: MF cost of each full level higher elevation entered is doubled [EXC: changing levels within a building costs 1 MF] H: Add 4 MP for each full level higher elevation entered [EXC: Via road add 2 MP] NA: Not Allowed P: May be Pushed Pv: If Paved R: or per road cost if through Road/Runway hexside X: Requires Wreck Check dr ■: Entire hex blocks or hinders LOS; not terrain depiction Z: Half of MP allotment D: Deep Stream: Infantry must become CX; Motorcycles may not enter Terrain listed in red is Concealment Terrain