updated 190425
Type |
Ground Movement
Point Cost |
Amphibious
Defense Strength |
CRT Column
Shifts To The Left |
Clear Hex |
1 |
1 |
|
Forest Hex |
1 |
1 |
1 |
Swamp Hex |
2 |
1 |
2 |
Mountain Hex |
1 (1) |
NA |
|
Mountain Hexside |
|
|
|
Road/Gap Hexsides |
2 (4) |
||
Un-Navigable River |
1(5) |
||
Navigable River |
|
NA (7) |
2 (8) |
All Sea Hex |
NA (9) |
|
|
Impassible Hex |
NA |
|
|
Fort |
|
+1 |
1 |
Fortress (13) |
|
+2 |
2 (11) |
Stockade (12) |
|
|
|
City |
|
+1 |
|
Rail Line |
(14) |
|
• = No effect; NA = Not allowed; (#):
See numbered note, following.
Ground Movement Point Cost: Number of Movement Points a force
moving by land must expend to enter the hex.
Amphibious Defense Strength: The defense strength of a hex
being invaded is determined by adding together all the strengths for terrain
in the hex. table 8.8.2.7.
CRT Column Shifts to the Left: These column shift modifiers
are used to determine which column on the Combat Results Table is used to resolve
combat. Column shifts are cumulative, but there is a maximum of four column
shifts per combat