Terrain Effects Chart |
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Terrain | Movement Cost | Combat Effects | |
Clear | 1MP | Nil | |
Level 1 Mountain | 2MP | Defender doubles if at least 1 attacker from a lower level. Note: Mechanized and cavalry units prohibited except: a. on road / railroad, or b. on level 1 mountain north of Lung-Hai Railroad and west of Ping-Han Railroad (first hex to enter must still be through road / railroad) |
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Level 2 Mountain | 2MP | Defender doubles if at least 1 attacker from a lower level Note: Calvary & Mechanized units prohibited unless on road / railroad |
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Mountain Top | 3MP | Defender doubles if at least 1 attacker from a lower level Note: No road can be built in mountain top hex. |
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Swamp | Prohibited | Prohibited Note: No road can be built in swamp hex. |
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Desert | Prohibited | Prohibited Note: Cavalry and Mechanized units may enter as if there is no desert |
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Crossing Small River | +1 MP unless with road / railroad | Defender doubled if all attacks are from across river | |
Crossing Big River | +2 MP unless with road / railroad | Defender doubled if all attacks are from across river | |
Crossing Coastal Island | +3 MP unless with road / railroad | Defender doubled | |
All Lake Hex | Prohibited | Prohibited | |
All Sea Hex | Prohibited | Prohibited | |
Big City | 1 MP | Defender doubled | |
Small City | 1 MP | Defender doubled | |
Town | 1 MP | Nil | |
Road | 1/3 MP regardless of terrain | Nil | |
Railroad | Same as road, or expend 2 MP to initiate rail transport | Nil | |
Great Wall and Pass | Half of original MP if moving along either side of the wall | Defender doubled if all enemy units attack across a pass | |
Stronghold | +1 MP to enter from the same hex | Doubles defense strength of KMT Central Army unit if Chinag is in command | |
Flooded Hex | Light Flood +1 MP to enter Medium Flood +2 MP to enter Serious Flood +3 MP to enter |
No attack is allowed in and out of flooded hexes | |
National Border | Nil | Nil | |
Provincial Border | Nil | Nil | |
Shen-Kan-Ning Border Area (controlled by CCP) | Nil | Nil | |
Scenario / Game Start Line | Nil | Nil | |
Sea-Zone Dividing Line | Nil | Nil | |
Oilfield | Nil | Nil | |
Transport and Movement |
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River Transport: | +2 MP to initiate | Nil | |
Sea Transfer from port to: | |||
Controlled Port | +2 MP to initiate | Nil | |
Coastal Clear Hex | +3 MP to initiate | Nil | |
Amphibious Attack (landing on a hex occupied by an enemy unit) | All of unit's MP | Defender doubled if all attacker are from sea hexes | |
Air Transfer: | |||
Airlift | Half of unit's MP | Prohibited | |
Parachute | All of unit's MP | Nil | |
Notes |
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a. If more than 1 type of terrain occupied the same hex, both movement costs are applied. b. If more than 1 type of terrain occupied the same hex, the one combat effect most beneficial to the defender applies c. A unit must stop all its movement in the movement phase after it has completed railroad, river, sea, or air transport, even if it has MP left. |