Terrain tiles are placed on the battlefield when setting up a scenario and will remain in place and in effect for the entire game unless a scenario specifies removal.

FOREST

Movement: A unit or leader that enters a Forest hex must stop and may move no further on that turn. An infantry unit may form square on a Forest hex.

Battle: A unit may not battle the turn it moves onto a Forest hex. Light infantry, rifle light infantry and other light infantry type units are the exception. These units may move onto a Forest hex and still battle when eligible.
When targeting an enemy unit or leader on a Forest hex:
• An infantry unit reduces the number of battle dice rolled by 1.
• A cavalry unit reduces the number of battle dice rolled by 2.
• An artillery unit reduces the number of battle dice rolled by 1.
When battling out of a Forest hex:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit on a Forest hex battling out reduces the number of battle dice rolled by 2.
• An artillery unit on a Forest hex battling out will reduce the number of battle dice it will roll by 1.

Line of Sight: A Forest hex blocks line of sight.

 


HILL

Movement: No movement restrictions. An infantry unit may form square on a Hill hex.

Battle: When targeting an enemy unit or leader that is up hill:
• An infantry unit reduces the number of battle dice rolled by 1.
• A cavalry unit reduces the number of battle dice rolled by 1.
• An artillery unit does not reduce the number of battle dice rolled.
When targeting an enemy unit or leader that is down hill:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit reduces the number of battle dice rolled by 1.
• An artillery unit does not reduce the number of battle dice rolled.
An artillery unit on a Hill hex may fire over a friendly unit or leader that is on an adjacent lower hex as long as that hex has no other terrain feature that would block the artillery unit’s line of sight. An Artillery unit on a hill, however, may not do a combine arms combat if it has to fire over the heads of a friendly unit on a lower adjacent hex, see Combined Arms rule section.
When on a Hill hex and targeting an enemy unit or leader that is on another Hill hex:

• An infantry unit will reduce it range combat dice by 1, but its melee dice are not reduced.
• A cavalry unit does not reduce the number of battle dice rolled.
• An artillery unit does not reduce the number of battle dice rolled.

Line of Sight: A Hill hex blocks line of sight to units behind a Hill hex.
A unit on a lower level has line of sight onto the first Hill hex and vice versa.
A unit on a lower level does not have line of sight through one Hill hex onto a second Hill hex with a unit and vice versa (i.e. a unit at a lower level is not able to see, or be seen, if at least one other Hill hex is in between the two units).
Line of sight is not blocked between units on the same hill looking across connected Hill hexes. The units are considered to be on a plateau.
Line of sight is not blocked between units on Hill hexes separated by one or more intervening hexes of lower elevation unless those hexes contain a unit or terrain that blocks line of sight.

EXAMPLE:
When on a Hill hex an artillery unit can fire over friendly units on a lower adjacent hex. Exception: cannot do so for Combined Arms.

EXAMPLE:
The unit on the Hill hex has a clear Line of Sight to all hexes that are not marked with “LOS Blocked.”

 

 


RUGGED HILL

Movement: Not allowed. No unit may enter a Rugged Hill hex.

Battle: Prohibited

Line of Sight: A Rugged Hill hex blocks line of sight to units behind a Rugged Hill hex.

 


TOWN OR WINDMILL (Buildings)

Movement: A unit or leader that enters a Town/Windmill hex must stop and may move no further on that turn. An infantry unit may not form square on a Town/Windmill hex.

Battle: A unit may not battle the turn it moves onto a Town/Windmill hex.
When targeting an enemy unit or leader that is on a Town/Windmill hex:
• An infantry unit reduces the number of battle dice rolled by 2.
• A cavalry unit reduces the number of battle dice rolled by 3.
A cavalry unit ordered by a ‘Cavalry Charge’ Command card battling onto a Town/Windmill hex will not receive additional battle dice as noted on the Charge card.
• An artillery unit reduces the number of battle dice rolled by 1.
When battling out of a Town/Windmill hex:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit on a Town/Windmill hex battling out reduces the number of battle dice rolled by 3. A cavalry unit ordered by a Cavalry Charge  Command card battling out of a Town/Windmill hex will not receive additional battle dice as noted on the Charge card.
• An artillery unit on a Town/Windmill hex battling out will reduce the number of battle dice it will roll by 1.

Line of Sight: A Town/Windmill hex blocks line of sight.

 


FIELD WORKS

Movement: A unit or leader that moves across a hex side with Field Works must stop and may move no further on that turn. An infantry unit may not form a square on a Field Works hex.
Battle: A Field Works provides protection along the forward facing hex sides.

When targeting an enemy unit or leader on a Field Works hex:

• An infantry unit reduces the number of battle dice rolled by 1.
An infantry unit on a Field Works hex may ignore one flag.
• A cavalry unit reduces the number of battle dice rolled by 2. A cavalry unit on a Field Works hex may not ignore one flag.
• An artillery unit’s battle dice are not reduced. An artillery unit when on a Field Works hex may ignore one flag.
• Field Works on hill: When attacking through a Field Works hexside disregard Hill terrain battle dice reductions and use only the Field Works battle dice reductions above.
• A defending unit will not receive Field Works protection and may not ignore a flag when the enemy unit is not attacking across a hex side with the Field Works (normally this is from a hex directly to the side or behind the Field Works hex sides).
When battling out of a Field Works hex:
• Infantry and artillery suffer no battle dice reductions.
• A cavalry unit on a Field Works hex battling out across a hex side with a Field Works will reduce the number of battle dice it will roll by 2.

Line of Sight: A Field Works hex does not block line of sight. A hill with fieldworks blocks line of sight.

 


RIVER

Movement: Normally, River hexes are treated as impassable terrain and may only be crossed at a ford or on a bridge.

Battle: Melee combat not possible.

Line of Sight: A river does not block line of sight.

 


FORDABLE RIVER (stream)

Movement: A unit or leader that enters a Fordable River hex must stop and may move no further on that turn (It is assumed to be reforming on the far side of the river it just crossed). An infantry unit may form square on a Fordable River hex.

Battle: A unit may battle the turn it moves onto a Fordable River hex.
When targeting an enemy unit or leader on a Fordable River hex:
A unit will roll 1 less battle die in melee combat, but its ranged combat dice are not reduced.
A unit on a Fordable River hex will reduce its battle dice rolled by 1 in ranged combat and melee.

Line of Sight: A Fordable River hex does not block line of sight.

 


BRIDGE

Movement: A bridge will cancel a river or fordable river’s movement restrictions. An infantry unit may form square on a bridge hex.

Battle: A bridge will cancel a river or fordable river’s battle restrictions.

Line of Sight: A bridge does not block line of sight.

 


SAND QUARRY

Movement: A unit or leader that enters a Sand Quarry hex must stop and may move no further on that turn. A sand quarry is considered impassable terrain for an artillery unit. An infantry unit may form square on a quarry hex.

Battle: When targeting an enemy unit or leader that is on a Sand Quarry hex:
• An infantry unit reduces the number of battle dice rolled by 1 in melee combat, but its ranged combat dice are not reduced.
• A cavalry unit reduces the number of battle dice rolled by 2.
• An artillery unit reduces the number of battle dice rolled by 1.
When battling out from a Sand Quarry hex:
• An infantry unit on a quarry hex battling out will reduce its battle dice rolled by 1 in ranged combat and melee.
• A cavalry unit on quarry hex battling out will reduce the number of battle dice it will roll by 2.
• A quarry is considered impassable terrain artillery.

Line of Sight: A quarry hex does not block line of sight.

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