battlefield-terrain
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| battlefield-terrain [2025/09/25 21:38] – [MARSHLANDS] fantasyadmin | battlefield-terrain [2025/10/02 20:32] (current) – [WALLS, HEDGES AND FENCES] fantasyadmin | ||
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| Line 30: | Line 30: | ||
| when it comes to movement. | when it comes to movement. | ||
| - | **Example: A regiment of Scarlet Empire | + | > __Example__: A regiment of archers, operating in open order, equipped with leather armour, and organised in a line of two ranks, begin phase six 1 cm from a dried-up river bed. The river bed counts as broken ground and is 5 cm wide. The soldiers have a normal move of 20 cm. They move the 1 cm and have 19 cm left, which should be enough to cross the broken ground and move on further still. So how does the commander work out the move? |
| - | operating in open order, equipped with leather | + | |
| - | armour, and organised in a line of two ranks, begin | + | |
| - | phase six 1 cm from a dried-up river bed. The river | + | |
| - | bed counts as broken ground and is 5 cm wide. The | + | |
| - | soldiers have a normal move of 20 cm. They move | + | |
| - | the 1 cm and have 19 cm left, which should be | + | |
| - | enough to cross the broken ground and move on | + | |
| - | further still. So how does the commander work out | + | |
| - | the move?** | + | |
| - | **The soldiers movement is halved moving across | + | The soldiers movement is halved moving across |
| broken ground, which is the same as saying it uses | broken ground, which is the same as saying it uses | ||
| up twice the usual movement to cover the same | up twice the usual movement to cover the same | ||
| Line 55: | Line 46: | ||
| The unit clears the river bed and can then advance a | The unit clears the river bed and can then advance a | ||
| further 1 cm across the clear terrain. (20 cm -1 cm | further 1 cm across the clear terrain. (20 cm -1 cm | ||
| - | -18 cm = 1 cm).** | + | -18 cm = 1 cm). |
| - | **Example: A Regiment of unarmoured | + | > __Example__: A Regiment of unarmoured |
| - | elves, in close order and formed in a line one rank | + | |
| - | deep, begin phase six 3 cm from a ford. There | + | |
| - | normal move is 24 cm and the ford will cost them | + | |
| - | 1/4 more to traverse than clear terrain. They | + | |
| - | advance to the ford using 3 cm of their move and | + | |
| - | leaving 21 cm still to go. The ford is 8 cm wide and | + | |
| - | the depth of the elf unit is 2 cm, which equals a | + | |
| - | total of 10 cm to clear the obstacle. A 1/4 of 10 is | + | |
| - | 2.5 which means it actually costs the elves 12.5 cm | + | |
| - | of their allowance to clear the ford, even though | + | |
| - | they only move forward 10 cm. 12.5 cm + 3 cm | + | |
| - | = 15.5 cm of their allowance and leaves them with a | + | |
| - | further 8.5 cm to move over the clear terrain | + | |
| - | beyond the ford.** | + | |
| Players should note that movement modifiers are | Players should note that movement modifiers are | ||
| Line 114: | Line 91: | ||
| {{ : | {{ : | ||
| - | **Example: A regiment of unarmoured goblins, | + | __Example__: A regiment of unarmoured goblins, |
| in the picture below left, start their turn 5 cm | in the picture below left, start their turn 5 cm | ||
| from a marsh, through which they want to pass. | from a marsh, through which they want to pass. | ||
| Line 124: | Line 101: | ||
| into the marsh. On the next turn they could | into the marsh. On the next turn they could | ||
| move a further 11 cm through the marsh or | move a further 11 cm through the marsh or | ||
| - | half their normal move of 22 cm.** | + | half their normal move of 22 cm. |
| ===== TYPES OF TERRAIN ===== | ===== TYPES OF TERRAIN ===== | ||
| Line 310: | Line 287: | ||
| weapon. | weapon. | ||
| - | ===== RIVERS | + | ==== RIVERS ==== |
| Unless specified before a battle begins, rivers are | Unless specified before a battle begins, rivers are | ||
| Line 325: | Line 302: | ||
| commanders before the battle commences. Troops | commanders before the battle commences. Troops | ||
| crossing rivers by fords suffer a movement modifier | crossing rivers by fords suffer a movement modifier | ||
| - | (see Ford on the Profile Sheets), but their combat | + | (see Ford on the [[profile-sheets|Profile Sheets]]), but their combat |
| and missile fire capabilities are unaffected. | and missile fire capabilities are unaffected. | ||
| Troops charging, counter-charging or making an | Troops charging, counter-charging or making an | ||
| Line 331: | Line 308: | ||
| automatically become disordered. | automatically become disordered. | ||
| - | ==== LINEAR OBSTACLES ==== | + | ===== LINEAR OBSTACLES |
| Linear obstacles include walls, hedges, and fences. | Linear obstacles include walls, hedges, and fences. | ||
| All of these features adversely affect movement (see | All of these features adversely affect movement (see | ||
| - | the Profile Sheets) and many provide cover from | + | the [[profile-sheets|Profile Sheets]]) and many provide cover from |
| missile fire and some degree of protection in hand- | missile fire and some degree of protection in hand- | ||
| to-hand combat. | to-hand combat. | ||
| Line 402: | Line 379: | ||
| Troops defending a fence are subject to the normal | Troops defending a fence are subject to the normal | ||
| rules with regard to pushbacks and pursuit moves. | rules with regard to pushbacks and pursuit moves. | ||
| - | |||
| - | More information on palisades, stone | ||
| - | fortifications, | ||
| - | embankments etcetera, will be provided in the | ||
| - | FANTASY WARLORD supplement BESIEGED. | ||
| ==== IMPASSABLE TERRAIN ==== | ==== IMPASSABLE TERRAIN ==== | ||
| Line 439: | Line 411: | ||
| unbrigaded, or without a character commanding | unbrigaded, or without a character commanding | ||
| them). This is because even the dimmest troll can | them). This is because even the dimmest troll can | ||
| - | understand an order to " | + | understand an order to "//Advance down the road and |
| - | kill anything that does not have green skin." | + | kill anything that does not have green skin.//" |
| ==== BUILDINGS ==== | ==== BUILDINGS ==== | ||
| In these rules buildings represent domestic | In these rules buildings represent domestic | ||
| - | dwellings or farm buildings. | + | dwellings or farm buildings. |
| - | fortified manors, hill forts and other fortifications | + | |
| - | will be covered in the FANTASYWARLORD supplement | + | |
| - | BESIEGED. | + | |
| ==== TROOPS INSIDE OR BEHIND BUILDINGS ==== | ==== TROOPS INSIDE OR BEHIND BUILDINGS ==== | ||
| Line 534: | Line 502: | ||
| benefit of heavy cover, while the attackers receive no | benefit of heavy cover, while the attackers receive no | ||
| benefits at all. Attacking troops can only enter a | benefits at all. Attacking troops can only enter a | ||
| - | building when they achieve a pushback (see Chapter | + | building when they achieve a pushback ([[combat|see Chapter |
| - | 9: Combat) or if they force the defenders to rout or | + | 9: Combat]]) or if they force the defenders to rout or |
| retire. Once inside both attackers and defenders | retire. Once inside both attackers and defenders | ||
| receive the benefit of medium cover. | receive the benefit of medium cover. | ||
| Line 579: | Line 547: | ||
| Only double handed weapons, polearms, fire, | Only double handed weapons, polearms, fire, | ||
| magic or creatures of troll size or greater, can | magic or creatures of troll size or greater, can | ||
| - | seriously damage buildings. Weapons such as rams, | + | seriously damage buildings. |
| - | catapults and bolt-throwers will be covered in the | + | |
| - | FANTASY WARLORD supplement BESIEGED. | + | |
| Double handed weapons, polearms and large | Double handed weapons, polearms and large | ||
| Line 601: | Line 567: | ||
| will cause one D6 damage. Tornadoes automatically | will cause one D6 damage. Tornadoes automatically | ||
| destroy any buildings, or those parts of walls, hedges | destroy any buildings, or those parts of walls, hedges | ||
| - | or fences in their path (see the spell for Tornado | + | or fences in their path (see the spell for [[arcane-magic-spell-lists# |
| - | page 127), while whirlwinds cause two D6 damage to | + | the wall they hit (see the [[failed-arcane-magic-table|Failed Magic Table]] on the |
| - | the wall they hit (see the Failed Magic Table on the | + | |
| Magic Sheet). | Magic Sheet). | ||
| Line 634: | Line 599: | ||
| difficult but not impossible. | difficult but not impossible. | ||
| The easy way is to use Arcane Magic. The spell | The easy way is to use Arcane Magic. The spell | ||
| - | Extinguish Fire will automatically put out the fire in | + | [[arcane-magic-spell-lists# |
| any one building, while the spell Downpour will | any one building, while the spell Downpour will | ||
| extinguish any fires that fall within its area. | extinguish any fires that fall within its area. | ||
battlefield-terrain.1758829100.txt.gz · Last modified: 2025/09/25 21:38 by fantasyadmin
