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battlefield-terrain [2025/09/19 09:24] – [JUNGLE] fantasyadminbattlefield-terrain [2025/09/21 18:09] (current) – [FIRE DAMAGE] fantasyadmin
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 provide no combat or missile fire advantages. provide no combat or missile fire advantages.
  
 +==== FEN ====
 +
 +For the purposes of FANTASY WARLORD, fens are
 +wet areas covered with bushes and reeds. They are
 +generally found beside or near rivers. Units entering
 +fens suffer a cumulative loss of movement as if they
 +were entering scrub and then marsh as well. While in
 +a fen, a unit receives all the combat and missile fire
 +benefits usually experienced in scrub.
 +
 +Any close order unit that charges in a fen is
 +automatically disordered. Pikes can only be used in
 +combat in a fen if the pike unit remains stationary
 +otherwise they must use their secondary weapon.
 +
 +==== SWAMP ====
 +
 +For the purposes of FANTASY WARLORD swamps are
 +defined as any area that is covered with trees and
 +water. Units entering swamps suffer a cumulative
 +loss of movement as if they were entering a wood and
 +then a marsh as well. While in a swamp, a unit
 +receives all the combat and missile fire benefits
 +usually experienced in woods. Swamps act just like
 +woods for the purposes of concealment, firing and
 +visibility.
 +
 +Any unit that charges in a swamp is automatically
 +disordered. Pikes cannot be used in combat in a
 +swamp and pikemen must use their secondary
 +weapon.
 +
 +===== RIVERS =====
 +
 +Unless specified before a battle begins, rivers are
 +considered to be impassable and may only be crossed
 +at bridges, designated fords or by flight or swimming
 +(Characters, some monsters and hill trolls only).
 + 
 +Troops crossing a river by a bridge suffer no
 +movement penalty but may have to change
 +formation to negotiate the width of the bridge.
 +Fords are normally the same width as the road that
 +leads down to them, though any length of river can
 +be declared fordable, provided it is acceptable to all
 +commanders before the battle commences. Troops
 +crossing rivers by fords suffer a movement modifier
 +(see Ford on the Profile Sheets), but their combat
 +and missile fire capabilities are unaffected.
 +Troops charging, counter-charging or making an
 +Uncontrolled Advance across or into a ford
 +automatically become disordered.
 +
 +==== LINEAR OBSTACLES ====
 +
 +Linear obstacles include walls, hedges, and fences.
 +All of these features adversely affect movement (see
 +the Profile Sheets) and many provide cover from
 +missile fire and some degree of protection in hand-
 +to-hand combat.
 +
 +==== WALLS, HEDGES AND FENCES ====
 +
 +To receive the cover benefits of a wall, fence or
 +hedge, a figure or unit must actually have its base in
 +contact with the object or the object's base. Being
 +close to it is not good enough. To man such a
 +defensive line the unit must either advance up to its
 +base in line, or start the turn within 5 cm in any
 +formation and be given the order Break Formation.
 +
 +In addition to this, even if a unit is in base-to-base
 +contact with a wall, hedge or fence; if its formation is
 +more than two ranks deep, ranks three and over are
 +not counted as being under cover. If a player spots a
 +unit with more than two ranks taking cover behind a
 +linear obstacle, he may elect to fire on its rear ranks
 +only. To do this he must measure from the front of
 +the unit firing to the first rank of the enemy unit that
 +is not under cover. In such a case the unit being fired
 +on can only lose figures which are not under cover,
 +and should there be more casualties than figures
 +available the excess casualties have no effect.
 +
 +Units fighting with a wall, hedge or fence between
 +them both receive the combat modifier appropriate
 +to that terrain feature (see below).
 +
 +=== WALLS ===
 +
 +Walls are considered to be any feature from waist to
 +shoulder height on a man, that are made from stone
 +or brick. Troops of human height or smaller receive
 +the benefit of heavy cover from such features, while
 +larger creatures receive medium cover.
 +
 +Troops defending walls are not obliged to leave the
 +wall if they achieve a pushback on the attackers. They
 +only follow up a pushback if they want to. Nor are
 +they obliged to make a pursuit move if they rout the
 +attacker.
 +
 +=== HEDGES ===
 +
 +Agricultural hedges are usually thick and difficult
 +to penetrate. Therefore they provide medium cover
 +to all creatures of human height or smaller and light
 +cover to larger creatures.
 +
 +Troops defending hedges are not obliged to leave
 +the hedge if they achieve a pushback on the
 +attackers. They only follow up a pushback if they
 +want to. Nor are they obliged to make a pursuit move
 +if they rout the attacker.
 +
 +=== FENCES ===
 +
 +Fences used to delineate property or contain
 +livestock provide light cover for all creatures of
 +human height or smaller, and no cover to larger
 +creatures.
 +
 +Troops defending a fence are subject to the normal
 +rules with regard to pushbacks and pursuit moves.
 +
 +More information on palisades, stone
 +fortifications, ditches, trenches, moats,
 +embankments etcetera, will be provided in the
 +FANTASY WARLORD supplement BESIEGED.
 +
 +==== IMPASSABLE TERRAIN ====
 +
 +This includes such things as cliffs, deep chasms or
 +canals. If you wish to include such terrain on your
 +battlefield it must be designated and agreed by all
 +players before the battle commences. Players should
 +note that canals and chasms can be crossed if a
 +suitable bridge is provided.
 +Some terrain is impassable for certain types of
 +units and not to others. For instance, some race's
 +cavalry cannot ride through woods or negotiate
 +walls. For these differences, players should consult
 +the Profile Sheets.
 +
 +==== ROADS ====
 +
 +Roads provide no cover but ease movement across
 +difficult terrain. If a unit is in column and following a
 +road, it treats all terrain as being clear, regardless of
 +the nature of the terrain it is actually passing
 +through. Bridges are treated exactly like roads, but
 +fords do hinder troop movement (see Rivers above).
 +If a road crosses usually impassable terrain, then
 +units are free to use it to pass that terrain. For
 +instance, a road may penetrate a cliff face.
 +An additional benefit of roads is that troops formed
 +in column, following the road, do not need to take an
 +Order Test in phase two of the game turn (unless of
 +course they want to leave the road and are
 +unbrigaded, or without a character commanding
 +them). This is because even the dimmest troll can
 +understand an order to "Advance down the road and
 +kill anything that does not have green skin."
 +
 +==== BUILDINGS ====
 +
 +In these rules buildings represent domestic
 +dwellings or farm buildings. Castles, towers,
 +fortified manors, hill forts and other fortifications
 +will be covered in the FANTASYWARLORD supplement
 +BESIEGED.
 +
 +==== TROOPS INSIDE OR BEHIND BUILDINGS ====
 +
 +Troops inside buildings are concealed from the
 +enemy until they use missile fire, emerge or are
 +detected by enemy troops who move up to either the
 +building's entrance(s) or windows (should it have
 +any).
 +
 +Units concealed behind buildings are kept off the
 +table until they move out of hiding or are spotted by
 +the enemy. Remember that if the enemy has a flying
 +creature at Flight Height, units behind buildings
 +will be automatically spotted. However, the units
 +inside will only be spotted if the building has no roof;
 +if it does have a roof the flying unit will need to land
 +and investigate the building in the way mentioned
 +above, to discover if any enemy soldiers are inside.
 +
 +Only foot soldiers of troll size or smaller can
 +occupy a building. Only as many troops as fill the
 +ground floor area of a building can be placed inside it.
 +If you cannot physically hide your figures inside the
 +building, then remove them from the table and
 +record their position on a sketch map. If only a
 +portion of a unit can enter a building, as long as the
 +figures outside remain in base-to-base contact with
 +the building, the units integrity is maintained. If
 +they do not the unit automatically becomes
 +disordered. If a regiment has figures both inside and
 +outside a building and either part of its force routs or
 +retires, then the entire unit routs or retires.
 +
 +Troops are free to enter a building via the door or
 +windows shown on the model. To enter a building a
 +unit must be within 5 cm of it at the start of the turn
 +and have the order Break Formation. It will then
 +enter the building and reform inside. Movement
 +inside buildings is treated as movement across
 +broken ground. A unit can leave a building in three
 +ways. If it wishes to leave the building voluntarily it
 +must be given the order Break Formation and it will
 +then exit the building and reform outside. If it leaves
 +the building as a result of a rout or evade move, it
 +moves as if it were crossing broken ground and a wall
 +to exit the building. If it leaves the building as a result
 +of a pushback, it immediately becomes disordered.
 +
 +Units armed with pikes must stack their pikes
 +outside a building before they can enter (this action
 +is assumed to take place when they are breaking
 +formation). If they are involved in combat while
 +inside the building, they fight as if they are armed
 +with their secondary weapon (should they possess
 +one) or with improvised weapons. When they re-
 +emerge from the building with the order Break
 +Formation, they are assumed to collect their pikes. If
 +they leave in any other way the pikes are deemed to be
 +lost for the rest of the battle.
 +
 +Units armed with pikes cannot use that weapon to
 +attack enemy troops inside a building, but must
 +instead employ their secondary weapon for this
 +purpose.
 +
 +Missile troops in a building only get rank bonuses
 +for firing per storey of the building they are
 +occupying. In addition, only those figures in base to
 +base contact with the side of the building they are
 +firing through, are able to fire. They can do this
 +regardless of the number of doors or windows in that
 +wall, as it is assumed they will poke holes through
 +the walls and thatch.
 +
 +==== COVER FROM BUILDINGS ====
 +
 +Troops inside buildings receive the benefit of the
 +heavy cover modifier when they are being fired on.
 +
 +Combat in buildings can only be initiated by
 +attacking units moving into base-to-base contact
 +with the building's windows or doors. Under such
 +circumstances the occupying troops receive the
 +benefit of heavy cover, while the attackers receive no
 +benefits at all. Attacking troops can only enter a
 +building when they achieve a pushback (see Chapter
 +9: Combat) or if they force the defenders to rout or
 +retire. Once inside both attackers and defenders
 +receive the benefit of medium cover.
 +
 +Troops defending buildings are not obliged to
 +leave the building if they achieve a pushback on the
 +attackers. They only follow up a pushback if they
 +want to. Nor are they obliged to make a pursuit move
 +if they rout the attacker.
 +
 +==== DEFENCE VALUES OF BUILDINGS ====
 +
 +Each door, wall and roof of a building has a defence
 +value. This value represents the amount of damage it
 +can absorb before it collapses. In most battles there is
 +no point in assigning values to buildings until
 +someone announces they want to start demolishing
 +them—as such activity rarely takes place.
 +
 +When the defence value of a door has been reduced
 +to zero it is destroyed. When the defence value of a
 +wall has been reduced to zero it is assumed it has
 +collapsed, or in the case of attacking creatures that a
 +breach has been forced equal to their base size. When
 +the defence value of a roof has been reduced to zero it
 +is presumed it has collapsed or in the case of
 +attacking creatures, the attackers have hacked a
 +hole in it equal to their base size.
 +
 +To find the defence value of any structure roll the
 +dice shown on the table below:
 +
 +^ Structure              ^ Defence Value ^
 +| Dry stonewall          | 3D4           |
 +| Hedge                  | 2D4           |
 +| Fence                  | 1D4           |
 +| Stone/Brick Building   | 3D6           |
 +| Wood/Wattle Building   | 4D4           |
 +| Domestic Door/Roof     | 1D4           |
 +
 +==== DAMAGE TO BUILDINGS ====
 +
 +Only double handed weapons, polearms, fire,
 +magic or creatures of troll size or greater, can
 +seriously damage buildings. Weapons such as rams,
 +catapults and bolt-throwers will be covered in the
 +FANTASY WARLORD supplement BESIEGED.
 +
 +Double handed weapons, polearms and large
 +creatures damage buildings by inflicting hits in the
 +same way troop casualties are normally calculated.
 +Magical weapons are treated slightly differently.
 +Dragon Fire and the spells Fire Ball, Lightning Bolt
 +and Blast of Flame will hit a building automatically
 +and if it is inflammable, set it on fire. When such
 +spells hit a building they cause three points of
 +damage on the first turn, four on the second, five on
 +the third, etcetera until they are extinguished or
 +have destroyed the target. Missiles of Fire and Blades
 +of Fire, if they hit a building, will also set it on fire. In
 +these cases treat the fire according to the fire damage
 +rules detailed below. The spell Minor Earthquake
 +will cause three D6 damage to any buildings, walls
 +etc. caught in its field, while the spell Earth Tremor
 +will cause one D6 damage. Tornadoes automatically
 +destroy any buildings, or those parts of walls, hedges
 +or fences in their path (see the spell for Tornado on
 +page 127), while whirlwinds cause two D6 damage to
 +the wall they hit (see the Failed Magic Table on the
 +Magic Sheet).
 +
 +==== FIRE DAMAGE ====
 +
 +Fire only damages buildings which are
 +constructed of inflammable material such as wattle
 +or wood or buildings with thatch roofs. Fire damages
 +an object at an ever increasing rate. Simply put this
 +means that on the first turn it causes one point of
 +damage and then in phase one of turn two, two
 +points, turn three, three points, then four points
 +etcetera, until the object is destroyed.
 +
 +As soon as 50% of the object has been destroyed by
 +fire, any troops sheltering behind it or if it is part of a
 +building inside it, must either evacuate the building
 +or roll for casualties. Fire casualties are checked for
 +by rolling one D100 per figure. If the score is 51% or
 +over the figure is killed. If the figure is a character or
 +monster, instead of being automatically killed, it is
 +assumed to have received two wounds and must roll
 +for these on its hit table. Casualties are rolled for in
 +phase one of every turn thereafter, that the unit,
 +character or monster remains in the building.
 +
 +=== EXTINGUISHING FIRES ===
 +
 +Extinguishing a fire in the middle of a battle is
 +difficult but not impossible.
 +The easy way is to use Arcane Magic. The spell
 +Extinguish Fire will automatically put out the fire in
 +any one building, while the spell Downpour will
 +extinguish any fires that fall within its area.
 +The hard way is to try and put out a fire by hand. To
 +extinguish a fire that may affect one of your units, it
 +must be given the order 'Break Formation, Fire'. In
 +phase eight of the turn roll one D100 for each figure
 +involved. On a roll of 50% or more one point of fire is
 +extinguished. If in one turn all the fire damage for
 +that turn is extinguished then the fire has been put
 +out. Otherwise it will continue to burn according to
 +its usual increasing rate until the building is
 +destroyed.
 +
 +Units that are attempting to extinguish a fire,
 +count as being disordered if they are attacked in the
 +combat phase of the same turn, and their attacker
 +enjoys the Combat Modifier for a Flank Attack.
 +When a fire is extinguished or the fire fighters
 +give up, they are automatically assumed to reform
 +into their original formation, at no movement
 +cost.
 +
 +----
 +
 +[[missile-fire|CHAPTER 8. MISSILE FIRE]]
battlefield-terrain.1758266640.txt.gz · Last modified: 2025/09/19 09:24 by fantasyadmin

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