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tactical-hints-and-terrain-generation [2025/09/19 16:05] – [(3)VILLAGE] fantasyadmintactical-hints-and-terrain-generation [2025/09/28 00:42] (current) fantasyadmin
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 ====== 12. TACTICAL HINTS AND TERRAIN GENERATION ====== ====== 12. TACTICAL HINTS AND TERRAIN GENERATION ======
  
-====== TACTICAL HINTS ======+===== TACTICAL HINTS =====
  
-===== TERRAIN =====+==== TERRAIN ====
  
 The ease with which units can hide in or behind The ease with which units can hide in or behind
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 advantage of buildings, consider a Polterage Spell. advantage of buildings, consider a Polterage Spell.
  
-===== EQUIPPING UNITS =====+==== EQUIPPING UNITS ====
  
 Troops armed with spears, pikes or halberds need Troops armed with spears, pikes or halberds need
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 better. better.
  
-===== UNIT SIZE =====+==== UNIT SIZE ====
  
 Large units reduce the negative effects of morale Large units reduce the negative effects of morale
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 opponent. opponent.
    
-===== PLACING TROOPS =====+==== PLACING TROOPS ====
  
 Never place troops or monsters that are subject to Never place troops or monsters that are subject to
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 can suddenly reveal the unit and charge home! can suddenly reveal the unit and charge home!
  
-===== BRIGADES =====+==== BRIGADES ====
  
 Try to place your brigades on the table so they run Try to place your brigades on the table so they run
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 have room to manoeuvre. have room to manoeuvre.
  
-FIRING+==== FIRING ==== 
 If you wish to use your missile troops effectively If you wish to use your missile troops effectively
 you should ensure they are moved across the you should ensure they are moved across the
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 your enemy's plans can quickly be reduced to a your enemy's plans can quickly be reduced to a
 shambles. shambles.
-COMBAT+ 
 +==== COMBAT ==== 
 Try to ensure your troops are in line before they go Try to ensure your troops are in line before they go
 into battle. Fighting in column is a recipe for disaster into battle. Fighting in column is a recipe for disaster
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 flank or rear. Such attacks can be devastating. When flank or rear. Such attacks can be devastating. When
 fighting a pike, spear or polearm unit, flank attacks fighting a pike, spear or polearm unit, flank attacks
-  
 to destroy their rank and weapon reach bonuses can to destroy their rank and weapon reach bonuses can
 be invaluable. be invaluable.
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 sustaining heavy casualties and perhaps even being sustaining heavy casualties and perhaps even being
 routed. routed.
-CAVALRY+ 
 +==== CAVALRY ==== 
 Try to use your cavalry to outflank your enemy or Try to use your cavalry to outflank your enemy or
 act as a mobile reserve. Where ever possible, avoid act as a mobile reserve. Where ever possible, avoid
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 Do not be afraid to arm light cavalry with missile Do not be afraid to arm light cavalry with missile
-weapons. They can then be used to harrass the+weapons. They can then be used to harass the
 enemy. enemy.
  
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 mounts through. mounts through.
    
-===== ARCANE MAGIC =====+==== ARCANE MAGIC ====
  
 It is worth bearing in mind that Arcane Magic can It is worth bearing in mind that Arcane Magic can
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 essential) counter spells. essential) counter spells.
  
-===== DIVINE MAGIC =====+==== DIVINE MAGIC ====
  
 Priests are better at doing some things than Magic- Priests are better at doing some things than Magic-
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 banishing skeletons are also superior. banishing skeletons are also superior.
  
-====== TERRAIN GENERATION ======+===== TERRAIN GENERATION ===== 
  
 The following system may be used to randomly generate battlefield terrain. First divide the play area The following system may be used to randomly generate battlefield terrain. First divide the play area
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 | 91-100   | Field<sup>4</sup> | Field<sup>4</sup>           | Field<sup>4</sup> | Field<sup>4</sup>              | Field<sup>4</sup>      | | 91-100   | Field<sup>4</sup> | Field<sup>4</sup>           | Field<sup>4</sup> | Field<sup>4</sup>              | Field<sup>4</sup>      |
  
-===== (1) HILL =====+==== (1) HILL ====
  
 If a hill is rolled the player controlling the area must roll one D6 to see if the hill has a If a hill is rolled the player controlling the area must roll one D6 to see if the hill has a
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   - Hill also counts as broken ground in Northern / Hill is bare in Median / Hill is covered in scrub in  temperate / Hill is also jungle in Southern.   - Hill also counts as broken ground in Northern / Hill is bare in Median / Hill is covered in scrub in  temperate / Hill is also jungle in Southern.
  
-===== (2) STEEP HILL =====+==== (2) STEEP HILL ====
  
 If a steep hill is rolled the player controlling the area must roll one D6 to see if it has a If a steep hill is rolled the player controlling the area must roll one D6 to see if it has a
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   - The hill is covered with scrub   - The hill is covered with scrub
  
-===== (3) VILLAGE =====+==== (3) VILLAGE ====
  
 If a village is rolled it must be placed in the centre of the area. It will stand on a road running If a village is rolled it must be placed in the centre of the area. It will stand on a road running
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 original course. original course.
  
-===== (4)FIELD =====+==== (4) FIELD ====
  
 If a field is rolled for the player must roll one D6 to see how it is enclosed: If a field is rolled for the player must roll one D6 to see how it is enclosed:
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   - Opening is on West side   - Opening is on West side
  
-===== RIVERS =====+==== RIVERS ====
  
 Roll one D100 and if you score 25% or under a river runs across the play area. If there is a river roll Roll one D100 and if you score 25% or under a river runs across the play area. If there is a river roll
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 | 44-46    | C — G  | 94-96    | B — F  | | 44-46    | C — G  | 94-96    | B — F  |
 | 47-49    | C — H  | 97-100   | I — E  | | 47-49    | C — H  | 97-100   | I — E  |
- 
  
  
tactical-hints-and-terrain-generation.1758290727.txt.gz · Last modified: 2025/09/19 16:05 by fantasyadmin

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