italy terrain chart - theHobbyStudios.com

I TALY T ERRAIN CHART
A large portion of the battles fought during on the Italian front, took place along road ways and
hilly regions even mountainous regions. Most of the southern peninsula is dominated by rocky
hills and mountains amongst which the locals make a living farming whatever fertile land they
can. Olive and grape orchards were common. Valleys included sheer cliff faces, rail junctions
and narrow passes, which were also focal points of engagements. Many towns and monasteries
became little more than rubble once major battles started. This chart provides a guide on how to
play terrain commonly found throughout southern Italy.
Basic Terrain
While many parts of Italy are rocky and dry, there are enough areas of open ground to maneuver
your forces without hindrance.
Unless otherwise specified the battlefield is considered Cross-country.
Cliffs and Cuttings: A steep rocky cliff marks the start of a plateau.
Cliffs and Cuttings are Linear Obstacles and are Impassable except to teams with Mountaineers
special rule.
Rocky Hill: A steep rocky hill dominates the surrounding are.
Rock Hills are Area Terrain and are Difficult Going. The Rocky Hill is taller than a vehicle. If
there are any sheer faces to the Rocky Hill, treat these areas as Cliffs. Re-roll any successful
attempts to dig in on the Rocky Hill.
Step Hill: Hills can vary greatly in elevation and grade, step hills allow only very powerful
vehicles to scale their slopes.
Step Hills are Area Terrain and are Difficult Going. Step Hills are tall enough to hide vehicles.
Gentle Hill: Hills can vary greatly in elevation and grade, gentle hills do not present any risk of
vehicles bogging down.
Gentle Hills are Area Terrain and Slow Going. Gentle Hills are tall enough to hide vehicles.
Low Rise: Low rises break up the flatness of the surrounding terrain, although they do not hinder
vehicles moving across them.
A Low Rise is Area Terrain and Cross-country terrain. It is just high enough to conceal vehicles
positioned on the far side.
Depression: A shallow depression with gently sloping sides marks the site of an old lake or dried
out river bottom.
A depression is Slow Going and is Area Terrain. Depressions are deep enough to hide vehicles
not at the edge of it.
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Stream: A stream runs through the area, and is crossable to most troops.
Streams are Area Terrain and are Difficult Going and must have a ford or bridge every 18”. Treat
fords as Slow Going. Troops cannot entrench in a stream.
River: A river runs through the area.
Rivers are larger than streams. Rivers are Area Terrain and are Very Difficult Going and must
have a ford or bridge every 18”. Treat fords as Slow Going. Troops cannot entrench in a River.
Wide River: A wide river runs through the area.
Wide Rivers are larger than Rivers. Wide Rivers are Area Terrain. If you and you opponent
choose to play with a Wide River, treat the Wide River as impassable and it must have at least
three road or rail bridges. Troops cannot entrench in a Wide River. Amphibious vehicles use the
Amphibious special rule found on page 61 of the Flames Of War rule book. See page 56 of the
Flames Of War rule book for all of the rules covering Crossing Rivers.
Marsh or Swamp: An area of wetland which can hinder movement.
Marsh or swamp is Area Terrain and is Difficult Going. Troops cannot entrench in a marsh or
swamp.
Rocky Ground: Patches of large rocks litter the area.
Rocky ground is Area Terrain and is Very Difficult Going. Rocky Ground is just high enough
to conceal vehicles positioned on the far side. Rocky Ground provides Bulletproof Cover to all
stationary Infantry teams.
Scrub: Patches of scrubby thorn bushes break up the area.
Scrub is Area Terrain and is Difficult Going. Scrub is just high enough to conceal vehicles
positioned on the far side.
Orchards and Vineyards: Grape and Olive orchards and vineyards were often encountered.
An Orchard Vineyard is Area Terrain and is Difficult Going. An Orchard or Vineyard is taller
than a man. Teams completely within Area Terrain that is taller than both the shooting team and
the target cannot be seen by teams more than 6” away. Any team beyond this distance is out of
Line of Sight. Any team taller than the Area Terrain will only gain concealment.
Hedges and Tree Lines: Roads and farm lands are often lined by hedges or tree lines.
A Hedge or Tree Line is Linear Obstacle and are Difficult Going.
Woods: One or two small woods cover the area.
Woods are Area Terrain and Difficult Going.
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Dirt Road: Dirt Roads can be found in both rural and urban areas.
A Dirt Road is Area Terrain and is Road for movement.
Paved Road: Paved Roads are mainly found in urban areas.
A Paved Road is Area Terrain and is Road for movement. Troops cannot entrench in a Paved
Road.
Fences: Farms and villages are often surrounded by wooden fences.
Fences are Linear Obstacles and are Slow Going.
Walls: Farms and villages can have stone or brick walls.
Walls are Linear Obstacles and are Difficult Going. Walls give teams behind them Bulletproof
cover.
Village: Small villages consist of three or more buildings.
Buildings are a unique type of Terrain. Troops can only enter or shoot though doors and
windows. Buildings are Very Difficult Going. Buildings give troops inside Bulletproof Cover. See
the rule book for all of the rules covering Buildings.
Railway Embankments: Railway lines or junctions were typical sights of battles.
A Railway Embankment is a Linear Obstacle and is Slow Going.
Ruined Buildings: Often towns, no matter the size would become destroyed by allied artillery
and air bombardment, preceding offensives. In the case of some large buildings such as
monasteries, these areas would end up becoming a large advantage to the defending axis forces.
Ruined Buildings no mater the size are Area Terrain and are Very Difficult Going providing troops
in the Area Terrain, Bulletproof Cover. For Line of Sight purposes treat the Ruined Building the
height of the tallest point of the modeled terrain .
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