battlefield-terrain
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| battlefield-terrain [2025/09/27 18:38] – [TERRAIN EFFECTS ON MOVEMENT] fantasyadmin | battlefield-terrain [2025/12/14 17:41] (current) – fantasyadmin | ||
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| + | [[movement|<< | ||
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| ====== 7. BATTLEFIELD TERRAIN ====== | ====== 7. BATTLEFIELD TERRAIN ====== | ||
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| when it comes to movement. | when it comes to movement. | ||
| - | __Example__: | + | > __Example__: |
| - | 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 | ||
| Line 57: | Line 50: | ||
| -18 cm = 1 cm). | -18 cm = 1 cm). | ||
| - | __Example__: | + | > __Example__: |
| - | 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 | ||
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| weapon. | weapon. | ||
| - | ===== RIVERS | + | ==== RIVERS ==== |
| Unless specified before a battle begins, rivers are | Unless specified before a battle begins, rivers are | ||
| Line 331: | Line 310: | ||
| automatically become disordered. | automatically become disordered. | ||
| - | ==== LINEAR OBSTACLES ==== | + | ===== LINEAR OBSTACLES |
| Linear obstacles include walls, hedges, and fences. | Linear obstacles include walls, hedges, and fences. | ||
| Line 402: | Line 381: | ||
| 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 445: | Line 419: | ||
| 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 504: | ||
| 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 549: | ||
| 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 | ||
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| 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-arcane-magic-table|Failed Magic Table]] on the | ||
| Magic Sheet). | Magic Sheet). | ||
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| 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. | ||
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| ---- | ---- | ||
| - | [[missile-fire|CHAPTER | + | [[movement|<< |
battlefield-terrain.1758991090.txt.gz · Last modified: 2025/09/27 18:38 by fantasyadmin
