H#: HEAT Depletion Number
- [H#[9]: H, see German Ordnance Note B]
HA (Height Advantage): B10.31, K12.13
Half Hexes: A2.3
Half-Level Obstacles (Cactus Hedge, Cactus Patch, Dune Crest, Hedge, Hillock, Hillside Wall/Hedge, Roadblock, Rubble, Seawall, Wall): A6.21, K8.1
Half Squad: see HS: A1.122
Halftracks, Armored (ht): D6.6
Hammada: F3
Hamper (a Final Fire Clearance DR < 7 but > 2 which prevents a Flame from becoming a Blaze): B24.721
Hand-to-Hand CC: J2.31
Hara-Kiri: G1.641
Harassing Fire: C1.72
Hazardous Movement: A4.62
HD (Hull Down): D4.2
HD Maneuver Attempt: D4.22
h-d: See Horse-Drawn Transport: D12
HE (High Explosive; a type of attack including DC, aerial bombs and all forms of Indirect Fire):
HE Equivalency (use of AP/APCR/APDS/ATR/HEAT on IFT): C8.31
HEAT (High Explosive Anti-Tank): C8.3
Heat Haze: F11.62
Heat of Battle (see also Heat of Battle NA below): A15
Heat of Battle NA: A15.1
Heavy AA: E7.52
Heavy Dust: F11.73
Heavy Payload: C.7
Heavy Surf: G13.44
Heavy Wind: B25.63
Hedgerow: see Bocage: B9.5
Hedges: B9
Height Advantage: see HA: B10.31
Hero: A15.2
Hex (the area inside the six hexsides which compose a hex, including those hexsides and their vertices): K2.1
- [Location: A2.8]
- [Normal Stacking Limits: A5]
Hex Grain (any string of connected hexes in which a straight LOS drawn between the first and last hex center dots also bisects the hex center dot of every hex between them; all the red lines in the example below are drawn along a Hex Grain of the central hex, the blue lines represent the Alternate Hex Grain of the central hex):
- [Alternate Hex Grain: A9.221]
- [Field Phone Security Area: C1.23]
- [Fire Lane: A9.22]
Hexside (one of the six lines which combine to form a hex; each hexside also contains two vertices):
Hexspine (the hexside of an adjacent hex which combines with two hexsides of the subject hex as if forming six spokes of a wheel; hexside E8-E9 is a hexspine of hex F8 and hex D8): C3.2
HH (Hull Hit required)
Hidden Guns: A12.34
Hidden Initial Placement: see HIP: A12.3-A12.34
High Seawalls: G13.61
Hill: B10, K3.2
Hill Depressions: B19.5
Hillock: F6
Hillock Summit: F6.6
Hillside Walls and Hedges: F10, P6
Hindrance, LOS (Bridge, Brush, Crag, Grain, Graveyard, Marsh, Orchard, SMOKE, FPF, various weather effects): A6.7, K8.8, K9.24, K10.4-K10.5
Hindrance Level: B.4
Hinterland: G13.2
HIP (Hidden Initial Placement): A12.3-A12.34, K14.9
- [Activation of ENEMY units during Mopping Up: S15.9]
- [Beach Obstacles: G14.501]
- [Caves and Cave Complexes: G11.3]
- [loss in CC: A11.19]
- [DLV: F11.601]
- [DYO: at Night, bonus set up is in addition to H1.6: E1.2, E1.411]
- [Emplaced non-vehicular Gun: A12.34]
- [In RB, Entrenchments/Wire for Russian OB may not be set up using HIP: RB SSR 7]
- [Field Phone: C1.23]
- [FRIENDLY Units: S15.2]
- [Interrogation: E2.22]
- [Japanese: G1.631]
- [Japanese Pillbox: G1.632]
- [Panjis: G9.11]
- [PTO Terrain Detection: G.4]
- [T-H heroes: G1.422]
- [Units, SW, and Guns may set up in non-Concealment Terrain at Night: E1.31]
- [VBM vs: A12.42]
Hit:
Hit Location: C3.9
HMG (Heavy Machine Gun):
- [AFPh: A4.41]
- [dm: A9.8]
- [First Fire: A9.2-21]
- [Japanese Squad/HS, has B# and Multiple ROF lowered by 1: G1.611]
Hold Attitude (An ENEMY Prevailing Attitude): S3.2
- [Fortification Generation on S? Activation: S5.74]
- [Long Range Activation S5.32]
Hold Attitude Activation:
Holding Box: P8.2
Hooking Up Guns: C10.11
Horse: A13.7
Horse-Drawn Transport (wagon, pulkka, sledge): D12
House Rules (any mutually agreed upon method for speeding up play, or adjusting the official rules for a particular group's own enjoyment or convenience): A.9
HS (Half Squad): A1.122
- [Casualty VC: A26.21]
- [Deploying: A1.31]
- [DYO: H1.212]
- [Japanese: G1.2]
- [Recombining: A1.32]
- [S? Activation becomes Squad if that Nationality cannot Deploy: S5.72]
- [Stacking Equivalency: A5.5]
- [SW Usage: A7.352]
ht: halftrack: D6.6
Hull Down: See HD: D4.2
Hull Hit: C3.9
Human Wave: A25.23
- [APh: S4.322]
- [Automatic Action: S6.305]
- [Chinese: G18.5]
- [Cloaking: E1.423]
- [Column NA: E11.52]
- [Dare-Death Squads: G18.61]
- [ENEMY Human Wave moves after ENEMY Berserkers, and before other ENEMY units: S9.1]
- [Generation: S4.34]
- [FG: S4.36]
- [Heat of Battle NA: A15.1]
- [Move Action: S4.32]
- [MPh: S4.321]
- [S?: S4.3]
- [S? considered as two squads for stacking: S4.3]
- [S? do not stop Movement when Activated: S4.34]
Hungarian: A25.8 & A20.55
Huts: G5
HW (Heavy Weapon: Each SW that is ≥ 3 PP (when assembled), or a Gun. An ENEMY unit possessing a HW will usually have an Automatic Action): S6.313
- [ENEMY Long Range First Fire: S8.611]