Terrain Effects Chart - 4.84 |
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Terrain |
Effect on basing, movement, |
Effect on Combat |
Beach |
None. |
Units defending against seaborne invasion receive a +1 DM (even if some of the attacking units are attacking from adjacent land hexes) unless at least half the invading ground factors are marines. |
Capital |
Capitals are either limited or unlimited supply sources; a capital may base up to five air factors. |
A hex containing a capital may not be selected for attrition occupation; infantry and replacement units defending in a capital are not subject to a -1 DM when attacked by exploiting armor or when subject to a “9” or higher winter effect. |
Capital-port |
Capital-ports are either limited or unlimited supply sources; a capital-port may base up to five (or, in jungle hexes, three) air factors and 50 naval factors; units may be NRed to and from capital-ports. |
A hex containing a capital-port may not be selected for attrition occupation; infantry and replacement units defending in a capital-port are not subject to a |
City |
A city may base up to five (or, in Pacific theater one-hex islands or jungle or jungle/mountain hexes, three) air factors; a hex containing two cities may base up to ten air factors. |
None. |
Clear |
None. |
None; defending units receive a basic +2 DM. |
Crossing |
ZoCs do not extend across crossing arrow hexsides; naval movement through a crossing arrow strait is prohibited unless both hexes are under friendly control. |
A hex may not be selected for attrition occupation across a crossing-arrow; units defending against attack from across a crossing-arrow receive a +1 DM (negated by an airborne drop onto the defending units or if some of the attacking units attack from a hex which is not across the crossing-arrow). |
Forest |
Ground units must expend an additional movement factor to enter forest hexes; armor units exploiting from breakthrough hexes containing forest have their movement factor reduced by one (Europe); exploitation from forest hexes is prohibited, and ZoCs do not extend into forest hexes (Pacific). |
Forest hexes may not be selected for attrition occupation; units defending in forest hexes receive a +1 DM. |
Fortification |
ZoCs do not extend across enemy fortified hexsides; ground units in fortifications are not eliminated by isolation (but the DM of the hex is reduced by one each turn). |
Ground units may not attrition across a fortified enemy hexside; units defending behind a fortified hexside receive a +1 DM (unless also attacked across a non-fortified hexside). |
Fortress |
ZoCs do not extend across enemy fortified hexsides; ground units in fortresses are not eliminated by isolation (but the DM of the hex is reduced by one each turn). |
Ground units may not attrition across a fortified enemy hexside; units defending behind a fortress line receive a +2 DM (unless also attacked across a non-fortified hexside). |
Front Boundary |
None. |
An alliance may only conduct attrition combat on a front if less than 15 BRPs of offensive actions are carried out on that front. |
Himalayas |
Ground movement, redeployment and the tracing of supply lines are prohibited across all-Himalayan hexsides; this prohibition does not apply to air operations. |
Ground combat is prohibited across all-Himalayan hexsides. |
Industrial |
Russian-controlled ICs are limited supply sources and delay the effects of isolation for Russian and Russian minor country units in their hex only. |
A hex containing an IC may not be selected for attrition occupation; infantry and replacement units defending in an IC are not subject to a -1 DM when attacked by exploiting armor or when subject to a “9” or higher winter effect. |
One-Hex |
A one-hex island may base one NAS; sea supply lines may be traced to one-hex islands even if they do not contain a port or bridgehead; units may be NRed to and from one-hex islands. |
Units defending against seaborne invasion receive a +1 DM unless at least half the invading ground factors are marines. |
Jungle |
Ground units must expend an additional movement factor to enter jungle hexes; exploitation from breakthrough hexes containing jungle is prohibited (EXCEPTION: Japanese armor units); ZoCs do not extend into jungle hexes. |
Jungle hexes may not be selected for attrition occupation (EXCEPTION: Japanese ground units and the Chindit may occupy jungle hexes as a result of attrition); units defending in jungle hexes receive a +1 DM (EXCEPTION: Units defending against attacks by Chindits do not receive +1 DM). |
Jungle/ |
Ground units must expend an additional movement factor to enter jungle/mountain hexes; exploitation from breakthrough hexes containing jungle/mountain is prohibited; ZoCs do not extend into jungle/mountain hexes. Land supply may be traced into, but not out of, non-port jungle/mountain hexes in New Guinea. |
Jungle/mountain hexes may not be selected for attrition occupation; units defending in jungle/mountain hexes receive a +2 DM (EXCEPTION: Japanese units defending against attacks by Chindits receive only a +1 DM). |
Lake |
Ground movement, redeployment and the tracing of supply lines is prohibited across all-water lake hexsides (EXCEPTION: Supply lines may be traced over frozen lake hexes); ZoCs do not extend across all-water lake hexsides. |
Ground combat is prohibited across all-water lake hexsides. |
Mountain |
Ground units must expend an additional movement factor to enter mountain hexes; armor units exploiting from breakthrough hexes containing mountain have their movement factor reduced by one (Europe); exploitation from mountain hexes is prohibited, and ZoCs do not extend into mountain hexes (Pacific). |
Mountain hexes may not be selected for attrition occupation; units defending in mountain hexes receive a +1 DM. |
National |
Movement into a neutral country requires a declaration of war. |
Attacks into a neutral country require a declaration of war. |
Objective |
Objectives may be limited or unlimited supply sources; no more than two ground units and five air factors may be SRed to and from each objective. |
A hex containing an objective may not be selected for attrition occupation; infantry and replacement units defending in an objective are not subject to a -1 DM when attacked by exploiting armor or when subject to a “9” or higher winter effect. |
Ocean |
Ground units may only cross all-water hexsides if carried by destroyers or transports. |
Air and naval combat is permitted; ground combat is prohibited. |
Oil Center |
None; an undamaged synthetic oil plant is an unlimited supply source for the European Axis alliance faction. |
None. |
Outback |
Ground movement, redeployment and the tracing of supply lines is prohibited across all-outback hexsides; this prohibition does not apply to air operations. |
Ground combat is prohibited across all-outback hexsides. |
Partial Land- |
Partial land-sea hexes are considered both land and sea hexes for all purposes. |
None. |
Port |
Ports may base up to five (or, in Pacific theater one-hex islands or jungle or jungle/mountain hexes, three) air factors and 50 naval factors; units may be NRed to and from ports. |
None; commandos may conduct seaborne invasions against an undefended hex containing a port. |
Qattara |
Ground movement, redeployment and the tracing of supply lines is prohibited across all-Qattara hexsides; this prohibition does not apply to air operations. |
Ground combat is prohibited across all-Qattara hexsides. |
River |
ZoCs do not extend across river hexsides (Pacific). |
A hex may not be selected for attrition occupation across a river hexside; units defending against attack from across a river receive a +1 DM (this is negated by an airborne drop onto the defending units or if some of the attacking units attack from a hex which is not across the river). |
Swamp |
Ground units must expend an additional movement factor to enter swamp hexes; armor units exploiting from breakthrough hexes containing swamp have their movement factor reduced by one (Europe); exploitation from swamp hexes is prohibited, and ZoCs do not extend into swamp hexes (Pacific). |
Swamp hexes may not be selected for attrition occupation; units defending in swamp hexes receive a +1 DM; frozen swamp hexes are treated as clear hexes for all purposes. |
Switzerland |
Swiss hexes are impassible to ground and air units. |
None. |
The defensive strength of a ground unit equals its printed combat strength multiplied by its net Defense Multiplier (DM). Defending ground units receive a basic +2 DM (have their combat strength doubled), which is then subject to additional positive (15.32) and negative (15.33) DMs. Units never defend at less then face value. |
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