Rules about Terrain

The Terrain Help cards provide a short summary of the key effects of each terrain type. When you set up your scenario, display the Help Cards that correspond to the terrain types used in the scenario on the side of the board.

The Effect section describes the various features of the terrain.

The soldier and the tank icons indicate the defensive capabilities of the terrain. In this example, attacking infantry units roll 1 less die, and attacking armor units roll 2 less dice.



Forests

Movement: A unit that enters a Forest hex must stop and may move no further on that turn.

Battle: A unit may not battle the turn it moves onto a Forest hex.

When battling an enemy unit that is on a Forest hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced.

Line of Sight: A Forest blocks line of sight.



Hedgerows

Hedgerows are a landscape typical of Normandy: small grass fields separated by tall rows of shrubs, tree lines or fences. This proved to be very difficult terrain for the Allies as they would never know what danger lay hidden behind the next hedgerow.

Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex.

Battle: A unit may not battle the turn it moves onto a Hedgerow hex.

When battling an enemy unit that is on a Hedgerow hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and artillery Battle dice are not reduced.

Line of Sight: A Hedgerow blocks line of sight.



Hills

Movement: No movement restrictions.

Battle: When battling an enemy unit that is up a Hill, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction.

Line of Sight: A Hill blocks line of sight for units trying to look over the Hill. Line of sight is not blocked when units are at the same height and on the same Hill (plateau effect).



Towns & Villages

Movement: A unit that enters a Town hex must stop and may move no further on that turn.

Battle: A unit may not battle the turn it moves onto a Town hex.

When battling an enemy unit that is on a Town hex, infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. Armor on a Town hex will reduce the number of Battle dice it rolls by 2.

Line of Sight: A Town blocks line of sight.



Rivers & Waterways

Movement: A River is impassable terrain. A unit may only enter a River hex when the hex has a bridge.

Battle: A unit on a River hex with a bridge battles as normal.

Line of Sight: A River does not block line of sight.



Oceans

Movement: A unit that moves onto an Ocean hex may move a maximum of 1 hex. Units are assumed to be on landing craft or in shallow waters until they move onto a Beach hex. An Ocean hex is impassable terrain for retreat moves.

Battle: A unit on an Ocean hex may not battle.

Line of Sight: An Ocean does not block line of sight.



Beaches

Movement: A unit that moves onto a Beach hex may only move 2 hexes.

Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat.

Line of Sight: A Beach does not block line of sight.