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:
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.