Terrain Effects Chart - 4.84

Terrain

Image

Effect on basing, movement,
supply and redeployment

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
-1 DM when attacked by exploiting armor or when subject to a 9 or higher winter effect.

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 Arrow

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
Center

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
Islands

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/Mountain

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
Boundary

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-
Sea Hexes

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
Depression

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 than face value.