TERRAIN CHART (12.1.6)
TERRAIN
MOVEMENT COSTS a

USUAL COMBAT
EFFECTS (7.2.2) b.

FAIR MUD WET SNOW
Fortress City
Mud Mud Fair Fair -2 Armor; +2/+3 Other Defenders c. d.
Major City
Snow Snow Fair Fair -2 Armor; +2 Other Defenders d.
Clear
Snow Snow Wet Fair No Effects
Forest
Snow Snow Wet Fair -1 Armor; +1 Other Defenders.
Mountain
Snow Snow Mud Wet -2 Armor; +1 to +3 Other Defenders e.
Marsh
Snow Snow Mud Wet -3 Armor; +1 Other Defenders.
Hex H16
Snow Snow Snow Mud +4 All Defenders
Kerch Strait
Snow Snow Snow Snow Between hexes D17, D18, E18, E19 (6.1.5) g.
Railroad/Oilfield
Also see other terrain in the hex. See other terrain in hex.
Minor City
See other terrain in hex d.
River
+1 Defenders.

Lake Hexside
Sea Hex

Naval and Air units only.  

CHART NOTES:
a: Air unit movement costs ar "1" per any hex in any weather. Naval units movement costs are "1" per all water or coastal hex in any weather except "ice" (snow weather conditions in Baltic/Gulf of Finland or Sea of Azov.
BREAKS IN ICE (Op. 19.3): "1" or "2" permits naval movement

b: Applies only to ground units. Air units are "+2" defending or attacking vs. naval units during a Naval Combat Segment (15.2.5.2) and "+2" defending against airbase attacks (15.3). Naval units are "+2" defending a naval base during a Naval Combat Segment (15.2.5.3). Artillery uses armor modifiers if used alone (15.4.3). All modifiers are cumulative, but not attack or defense facto is ever reduced to less than "1".
c: +3 only for the proper defenders: Finns in Helsinki; Germans in Konigsburg; Hungarians in Szeben; Romanians in Bucharest and Constanta; Finns or Soviets in Hango; Romanians or Soviets in Odessa; and Soviets in all remaining fortress cities (15.7).

d: Maximum of two air units per airbase (4.3) 

e: Cavalry units are "+1" defending, mountain units are +1 defending, all others (except armor) are "+2" defending (7.2.2.5). One less movement factor cost for mountain units (14.2.3.1). If mountain units attack, they are "+1" (Op.20.4). 
f: One less movement factor cost for cavalry units (14.2.3.2)
g: Hexsides may only be crossed if the side has at least one Naval unit in the Black Sea and/or Sea of Azov and the hexside crossed contains no enemy minefield unit (14.1.4).

GENERAL MOVEMENT NOTES:
1: Railroad hex conversions (4.5.2.1):
Axis: 1 movement factor/railroad hex converted.
Soviets: 2 movement factors/railroad hex converted
2. Out of Supply (4.6.4.1): Halve movement factors (round down).
3. Transfer movements (7.7.1.1, 15.6.2): Air and navel units use twice their normal movement factors.
4. Soviet Paratroop Drops (Op. 17.3): air units used move 5 hexes.
5. Strategic Movement (Op. 19.2): Twice normal if not adjacent to enemy units at any time, no railroad conversion & must follow friendly rail lines.