Last Full Measure

Terrain Effects Chart

Terrain

Infantry

5 mp

Cavalry

8 mp

Artillery

5 mp

Horse Art

8 mp

Cmdrs

8 mp

Effects

Terrain

Infantry

5 mp

Cavalry

8 mp

Artillery

5 mp

Horse Art

8 mp

Cmdrs

8 mp

Effects

Clear

 

1

2

1

NE

River

 

Movement into or across prohibited. No combat from adjacent. Ranged Artillery okay.

Trail*

 

Daytime 1/2; Nighttime or rain 1

Cannot enter ZOC if road movement used

Creek hex side

 

+1

+2

+1

Attack ‘across’ +1 DRM,

Road*

 

Daytime 1/4; Nighttime or rain 1/2

Stream

 

NE

Turnpike*

 

1/4

Bridge

 

+0 crossing creek, +1 crossing river

Attack ‘across’ +1 DRM,

Railroad

 

1

2

1

NE

Ford hex side

 

+0 crossing creek, +2 crossing river

Sunken Road*

 

1/2

Attack ‘into’ +1 DR; NR

Swamp

 

3

4

5

3

Attack ‘from’ +1 DRM,

Town Non-Road

 

2

3

4

1

Woods

 

1

2

3

1

+1 elevation; NR

Stone Wall hex side

 

+1

+2

+1

Attack ‘across’ +1 DRM; NR

Pines

 

2

3

4

2

+1 elevation; NR

Embankment

 

+1

NE

Attack ‘up’ +1 DRM; NR

Rough

 

2

3

4

2

Attack ‘from’ or ‘into' +1 DRM

Single Level

Elevation

 

NE

See CRT DRM; May black LOS

Orchards Groves

 

NE

Slope hex side

 

+1

NE

Attack ‘up’ +1 DRM; May block LOS

Impassable

 

Movement into or across prohibited. No combat from adjacent. Ranged Artillery okay. May black LOS

* When not using road movement, cost is as other terrain in hex

Rivers are creeks with darker borders and may only be crossed at bridges, fords or by boat

NR = Defender not required to retreat

NE = No Effect