13. ALTERNATE TERRAIN TYPES

13.1 BROKEN TERRAIN: If a SSR specifies that Broken Terrain exists on a Desert Board, all scrub becomes brush and is considered Inherent Terrain (B.6), while all hammada hexes become crag hexes that are also Half-Level Obstacles (thus affecting LOS just like rubble; see also 6.412). In addition, each non-Depression Open Ground, [EXC: not scrub, hammada or sand] hex Accessible to a hammada (now crag) hex becomes a Broken Ground hex; i.e., it is treated as Concealment Terrain with a + 1 TEM (but is neither an obstacle nor a Hindrance to LOS), uses doubled Chapter B Open Ground MF/MP costs, and becomes a Bog hex for all vehicles [EXC: 3.32 still applies for motorcycles]. In all other respects the board is still considered a Desert Board [EXC: F.1A, F.1C and 11.8 do not apply] and overlays may be used on it. See also 12.421 and 12.52.

13.2 STEPPE TERRAIN: If a SSR specifies that Steppe Terrain exists on a Desert Board, all hammada becomes brush and all scrub becomes woods. In addition, Desert LV (11.6) [EXC: not (Intense) Heat Haze; 11.62-.624], Vehicle Dust (11.74) and FFE Dust (11.75) can apply but only if EC are Very Dry. Lastly, Sand overlays may be used to represent grain fields. These types of brush, woods and grain are also treated as Inherent Terrain (B.6). In all other respects the board is still considered a Desert Board [EXC: F.1A-.1C and 11.8 do not apply] and other overlays may be used on it. (Wadis and gullies would be considered wadis.) See also 11.1 and 12.421.

13.3 CACTUS HEDGE: A SSR may specify that walls/hedges are cactus hedges. All hedge rules apply to such hexsides - except that Infantry may cross one only via Minimum Move (A4.134), Low Crawl (A10.52) or Advance vs Difficult Terrain (A4.72), and that Cavalry, Horses and Wagons may not cross one at all.

13.4 CACTUS PATCH: A SSR may specify that orchard hexes are cactus patch hexes instead. All orchard rules apply to such hexes, except that a cactus patch is a Half-Level Obstacle (thus affecting LOS just like rubble; see also 6.412), has a + 1 TEM, has Kindling and Spreading Fire numbers of 12 and 10 respectively, its MF/MP costs are triple those of an orchard, and it is never out of season. A ⅝" parachute landing in a cactus patch must immediately take a NMC as per E9.42.

13.5 OLIVE GROVE: A SSR may specify that orchard hexes are olive grove hexes instead. All orchard rules apply to such hexes, except that an olive grove also has a + 1 TEM, its MF/MP costs are double those of an orchard, and it is never out of season. A ⅝" parachute landing in an olive grove must immediately take a NMC as per E9.42.

13.6 VINEYARD: A SSR may specify some terrain type as being a vineyard. A vineyard hex is treated exactly the same as brush except for also being Inherent Terrain (B.6) and a Bog hex. A ⅝" parachute landing in a vineyard must immediately take a NMC as per E9.42.