B 地形(TERRAIN)地形介绍(ORDER OF PRESENTATION)1、开阔地(Open Ground) 18、墓地(Graveyard)2、弹坑堆(shellholes) 19、沟壑(Gullies)3、道路(Road) 20、溪流和山脊(Streams & crest status)4、下陷的道路(Sunken Road) 21、河流或者湖泊(Water obstacles)5、上坡路、高架路(Elevated Road) 22、山谷(valley)6、桥(Bridge) 23、建筑物(buildings)7、跑道(Runway) 24、瓦砾(rubble)8、下水道或隧道(Sewers & Tunnels) 25、火或者燃烧(fire)9、墙或树篱墙(Walls & Hedges) 26、铁丝网(Wire)10、丘陵地带 (Hill) 27、壕沟(Entrenchments)11、悬崖(Cliffs) 28、雷区(Minefields)12、灌木丛(brush) 29、路障(roadblock)13、树林(Woods) 30、碉堡(Pillboxes)14、果园(Orchard) 31、村庄(Village Terrain)15、麦田(Grain) 32、铁路(Railroads)其实规则书的图标好像不是16、沼泽、湿地(marsh) 33、溪流六角格地形(Stream-Hex Terrain)17、岩石堆(Carg) 34、塔(Towers)B.1( SYMBOLOGY): For aesthetic purposes, terrain symbology may extend marginally out of a hex into an adjacent hex of another type, but most hexes are dominated by one specific terrain type and are governed by the rules for that specific terrain type. usually, the dominant terrain type includes the hex center dot, but occasionally building hexes have a hex center dot in open ground; an open ground hex center dot never changes a hex containing a building to an open ground hex. in some cases a hex will contain more than one terrain type with neither dominant over the other, in which case the terrain effects of both types are cumulative.B.1符号:为了美观,地形符号可能由某一六角格子轻微延伸到绘有另一种地形类型的相邻六角形格子上。但大多数格子都会以一种地形类型为主,并受该种地形类型的规则的规限。通常,一个格子的主要地形都会覆盖到这个格子的中点上,但也会出现建筑格子的中点是开阔地的现象,我们不能因此将这个建筑格子视为开阔地。在某些情况下,一个格子会包含不止一种的地形类别,这几种地形都不占主导,这时,这些地形的影响是叠加的。EX: The brush symbology of 14H2 extends into H1 and I2 but there should be no doubt that the latter are woods hexes. However, a LOS from H1 to I3 is subject to a +1 Hindrance DRM due to the Brush depiction crossed along the H2-I2 hexside. Common sense must prevail. Just because the hex center dot in 14P1, dD0 of Deluxe ASL, or 4X8 does not touch the buildings in those hexes does not mean that they are Open Ground hexes; they are building hexes although a LOS may be traced through them as if they were Open Ground, provided the building depiction is not crossed. On the other hand, 2I9 is a combination building-woods hex and 2M4 is a wooded hill hex.例子:14H2的灌木丛符号延伸进入H1和I2但是后者无疑是森林六角格。然而由于灌木丛描述适用H2-I2六角格边,所以从H1到I3视线+1妨碍DRM。普遍判断一般都成功。只是因为六角中心点14p1,dD0豪华ASL,或者像4X8它不接触那些建筑的六角格并不意味着它们是开阔地的六角格。虽然他们正在建筑物的六角格,但一条视线能追溯并通过他们,就好像他们在开阔地。另一方面,2I9是一个建筑物与树林相结合的六角格同时2M4是一个山林六角格。B.2 COT:This term means“Cost Of Terrain”and refers to the normal MF/MP cost for entrance Of a hex plus the movement cost of any Artificial Terrain therein. therefore, if Infantry must pay double the COT to enter a higher elevation hex also containing SMOKE it costs 2X2=4MF,not 2X1=2+1=3MF[EXC:Abrupt Elevation Changes;10.5].COT is usually used in conjunction with an added cost to enter a hex. e.g., it costs infantry one MF plus the normal cost of entry into the next hex to cross a wall hexside. Therefore, a squad crossing a wall hexride into an open ground hex pays two MF(1+1[COT]=2)while a squad crossing a wall hexside into a woods hex pays three MF(1+2[COT]=3).B2 COT:这个短语表示地形的消耗,涉及进入格子时的正常MP/MF消耗以及额外增加的有关任何人工地形的消耗。因此,如果一个单位进入一个更高海拔且含有烟幕的格子,他必须支付双倍的COT,即耗费为2X2=4MF,而不是2X1=2+1=3MF[特例:海拔突变见。COT通常用来增加进入某个格子的移动消耗的。对步兵而言,如果他要跨过一堵墙,进入这个含有墙壁的格子,将要在平时耗费的基础上多消耗1MF。因此一个班跨越格子边缘的墙壁进入开阔地的时候需要消耗2MF(1+1[COT]=2);而一个班跨越格子边缘的墙壁进入树林的时候消耗3MF(1+2[COT]=3)。B.3 MP COSTS:to avoid needless repetition, vehicular movement costs for each terrain type are listed only on the MP entrance cost column of the terrain chart for each of the five general classifications of vehicles, and alluded to in the written rules only where further clarification may prove helpfulB3 MP消耗:为了避免不必要的重复,每种地形对应的车辆移动耗费表上只列举了对5种大体车辆的分类进入地形表消耗栏,并且提到了必须进一步在书面规则中解释清楚才能够更好的利用此表。B.4 HINDRANCE LEVEL:In the course of relating LOS rules, the word "through" will be used only in relation to a LOS which is actually traced through that terrain type at an elevation wherein the terrain has some effect. Tracing a LOS over a terrain type such that the terrain type has no effect is assumed to be understood and therefore is not continually referred to. similarly, any wreck, AFV, os LOS Hindrance in blind hex does not affect a LOS over that blind hex to a target beyond unless the hindrance is of such a height(smoke) to be able to affect a los over that hexB4妨碍等级:在涉及到LOS的规则中,“通过”这个词只会被用于与LOS确实追踪到沿着这种在同一高度有某种影响的地形的关系。追踪某个地形上的一个LOS,而这个地形没有对LOS的影响则可以假定已经了解这个情况同时不需要继续提及它。同样,与目标间的未探查格子内任何残骸,AFV或视线妨碍并不会影响一条视线穿过。B.5CONTINUOUS SLOPE: A Continuous Slope is a change in elevation such that, in each hex successively crossed by the LOS, the elevation changes by one level in a continuous gradient. All rules pertaining to same-level LOS also apply to Continuous Slope LOS [EKC: walls/hedges and AFV/wrecks (D9.4)] even though the latter term is not mentioned,although Height Advantage is unaffected.B.5连续斜坡:连续斜坡是指LOS能连续穿过且地形高度按照一个等级连续变化引起的地形改变。所有适用于同海拔的LOS规则同样适用于连续斜坡的LOS规则[除了墙、篱笆、AFV残骸(D9.4)]即使后者没有被特别提及,它们也不受海拔高度优势的影响。EX: A LOS traced from l5Y6 to U8 is a Continuous Slope LOS and would be affected by any LOS Hindrance in those hexes. A LOS traced from Y6 to \/6 is not a Continuous Slope LOS however, because it crosses two hexes (w6, X6) which are at the same elevation.例子:一个从15Y6至U8的视线追踪是一个连续斜坡的视线,和将会碰到任何妨碍视线的六角格子。然而一个从Y6至V6的视线追踪不是一个连续斜坡的视线,因为,它穿过两个六角格font=Times New Roman,它们处在同一高度。B.6 INHERENT TERRAIN:Certain terrain depictions (orchard, crag, graveyard, shellholes, etc.) and counter contents of a hex (SMOKE, Bridge, rubble, AFV, wreck)[EXe: Bypass AFV/Wreck (D9.4)] identify the entire hex (inclusive of hexsides) as having the characteristics of that terrain type. It is not necessary that a LOS actually cross such a symbol to be affected-mere entrance of the hex (even if only to trace a LOS to or through a vertex of such a hex) or a LOS exactly along one of its hexsides(A6.1)suffices. A LOS traced exactly along such a hexside is considered to have passed through only one such hex-not two-even if that hexside is shared by another LOS Hindrance hex. If the Hindrance DRM of two such hexes differ, the larger of the two Hindrance DRM is used.B.6固有的地形:某些地形描绘(果园、岩石堆、墓地、弹坑堆等)和一个算子的六角格内容(烟雾、桥梁、瓦砾、AFV、残骸)[例外:绕过AFV/残骸(D9.4)] 确定整个格子的地形(包括格子边缘)类别。它是不需要的,LOS事实上穿过这个标志来影响六角格的入口(即使只有一条视线追踪或者通过这样一个六角格的顶点)或者一条视线恰好沿着一个六角格的边(A6.1)就足够。一条视线追踪恰好沿着这样一个六角格子边,被认为已通过只有一个这样的六角格而不是两个,即使另一个是妨碍视线的六角格,六角格边是共享的。如果两个六角格是不同的妨碍DRM,使用较大的那个妨碍DRM。B.7 LOS & TERRAIN CHECKS: To make LOS checks easier and to also clearly see tcrrain depictions without having to shift counters on the board. it is suggested that a duplicate mapboard configuration be laid out adjacent to the boards in play. Duplicate boards may be purchased directly from www.multimanpublishing.com. B.7LOS与地形检验:为了在不移动地图板的情况下更方便的确定LOS以及更好的看清地形指示,我们建议您准备一个相同的地图板放置到正在使用的地图板旁边。重复指示板可直接从MMP游戏公司邮寄订购。B.8 RANDOM DIRECTION: Whenever a dr is called for to determine a Random Direction not involving a Directional Aid Counter already in place, any board is chosen as a reference point and a dr is made. A dr of 1 refers to the hexside containing the grid coordinate, a dr of 2 refers to the next hexside in a clockwise direction, etcB.8随机方位:每当需要投一个dr来确定随机方位而不涉及利用已有的方位指示标记时,可以按照任意的地图板作为参照点来投。Dr为1的时候表示与已有的方位指示相同,dr为2时表示顺时针方向的下一个格子的位置,以此类推。B.9 ARTIFlCIAL TERRAIN: Any counter other than an entrenchment, pillbox, and/or shellhole placed in a hex which affects the TEM of that hex is Artificial Terrain. Any AFV, wreck, SMOKE (or roadblock along the LOS) can increase the TEM of a hex. The TEM of entrenchment, pillbox, or shellhole counters are dependent on MF expended upon entry and therefore are not considered Artificial Terrain.B.9人造地形:除了战壕、碉堡和/或弹坑堆以外,六角格内的任何能够影响TEM的算子称为人造地形。任何装甲车、残骸、烟幕(或者视线上的任何障碍物)都可以影响一个六角格的TEM。战壕、碉堡或弹坑堆的TEM则是基于进入时所要消费的移动力而定的,所以不视为人造地形。B.10 LOS HINDRANCE BLOCKAGE: Any combination of SMOKE, vision (weather), and/or terrain LOS Hindrance DRM≥+6 blocks that LOS completely.B.10 LOS阻碍:任何由烟幕、视觉(天气)和/或LOS阻碍地形引起的DRM大于等于6时彻底阻断LOS。