Hills are created using the plastic tiles. A hill hex can have any type of terrain on top of the hill. Simply place the right kind of terrain tile on the hill tile. The terrain on top of the hill determines any bonuses or penalties units receive for being in that hex.
You can create hills of any height by stacking 1 or more hill tiles in the same hex. The diff erence in number of hill tiles between two adjacent hexes  determines how steep the slope is. The type of slope may apply a movement penalty to some units if they move between those hexes:

Gentle Slope

If the diff erence in height is 1 hill tile, there is a gentle slope.
Infantry units with the Run order may not move across a gentle slope.
If an infantry unit executes an Assault order across a gentle slope, its movement is reduced: the unit may only move 1 hex.

Abrupt Slope

If the diff erence in height is 2 hill tiles, there is an abrupt slope.
Cavalry cannot move up or down an abrupt slope.
Infantry units with Assault or Run orders may not move up or down an abrupt slope.
No unit may engage in melee with an enemy that is on the other side of an abrupt slope.

Steep Slope

If the diff erence in height is 3 hill tiles, there is a steep slope.
Only Ninja units can move up or down a steep slope.
No unit may engage in melee with an enemy that is on the other side of a steep slope.

 

Hills and Line of Sight

Hills block Line of Sight for all units except those standing on the hill itself.
If the fi ring unit is on a hill hex, its Line of Sight is blocked for only 1 hex behind any terrain that blocks Line of Sight, but not any hexes farther away.

Example: The archers on this hill cannot see the Ashigaru right behind the forest, but they can see the mounted Samurai farther away.

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