9.0
Terrain
The movement costs
and combat effects for terrain are listed with the rest of the charts, but
specifics are explained here.
9.1 Clear
Clear hexes cost 1MP
to move into for all sides, it has no effects on combat.
9.2 Rough
Rough hexes cost 2MP
for UN units, otherwise it costs 1 for NK, RoK and PRC. Rough terrain also
grants the Defender a +1 DRM during combat.
9.3
Mountain
Mountain Terrain
costs 3 MP for UN and RoK units, 2 MP for NK and PRC units. Mountain
terrain grant the defender a +2 DRM during combat.
9.4. City
A City costs 1 MP if
moving into a City from clear terrain, .5 if moving along a road. A City
bestows a +2
DRM for the defender in combat. A major city adds +1 to any Flak roll.
Finally, the defender in cities raises the ratio by which they suffer Loss
Points by 1. For example, if unit A is conducting a Meeting Engagement
against unit B who occupies a City hex, the ratio by which the defender
will suffer Loss Points via the Combat Differential is 3:1, meaning it
would take a difference of at least 3 to suffer 1 hit, 6 to suffer 2. If A
had been attacking B with a Prepared Attack, the Loss Point Ratio would be
just 2:1 due to the Major City hex.
9.5 Port Hexes
Port hexes are
sources of supply for UN units as well as a destination for UN
Reinforcements. Ports
may not be used by the UN once communist units enter a port hex, the UN
may attempt to recapture these
hexes but if the NK decides to mine the port hex, they are rendered
inoperable for the remainder of the game.
There are 5 Port Hexes in 1950:
- Inchon: 2319
- Kunsan: 2524
- Masan: 3129
- Pusan: 3429
- P’ohang Dong:
3525
Port hexes are
important to the UN player as if the NK player occupies and mines those
hexes, they
may no longer be used as transport destinations, or sources of supply for
the UN player unless a UN or UN
allied unit spends all of its movement in the mined port hex.
9.5.1 Mining Port
Hexes
Mining Port Hexes is
a way to prevent the UN from using a port hex should they recapture it.
Any
communist unit that starts in a port hex may spend its entire movement to
place a Port Mined marker in the
hex and then go static. A Port Mined marker remains in the hex for the
remainder of the game unless a UN unit that starts its turn in the mined
port hex spends all of its movement to go static and 1VP, the port may
then be used normally by the UN unless mined again by Communists.
9.6 Rivers
Crossing River hexes
while not moving along road or rail hexes add +1 MP to the movement cost
of the
hex being entered. They also add a +1 to the defender if all attacking
units are across a river.
9.7 Roads
Units moving along a
road ignore all other hex and hexside terrain paying .5 MP per hex.