tactical-hints-and-terrain-generation
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| tactical-hints-and-terrain-generation [2025/09/25 21:49] – [BRIGADES] fantasyadmin | tactical-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 | ||
| Line 23: | Line 23: | ||
| 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 | ||
| Line 33: | Line 33: | ||
| better. | better. | ||
| - | ===== UNIT SIZE ===== | + | ==== UNIT SIZE ==== |
| Large units reduce the negative effects of morale | Large units reduce the negative effects of morale | ||
| Line 47: | Line 47: | ||
| opponent. | opponent. | ||
| - | ===== PLACING TROOPS | + | ==== PLACING TROOPS ==== |
| Never place troops or monsters that are subject to | Never place troops or monsters that are subject to | ||
| Line 82: | Line 82: | ||
| 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 | ||
| Line 92: | Line 92: | ||
| 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 | ||
| Line 111: | Line 111: | ||
| 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 | ||
| Line 137: | Line 137: | ||
| routed. | routed. | ||
| - | ===== CAVALRY | + | ==== CAVALRY ==== |
| Try to use your cavalry to outflank your enemy or | Try to use your cavalry to outflank your enemy or | ||
| Line 145: | Line 145: | ||
| 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 | + | weapons. They can then be used to harass |
| enemy. | enemy. | ||
| Line 152: | Line 152: | ||
| 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 | ||
| Line 205: | Line 205: | ||
| 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- | ||
| Line 214: | Line 214: | ||
| 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 | ||
| Line 242: | Line 242: | ||
| | 91-100 | | 91-100 | ||
| - | ===== (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 | ||
| Line 253: | Line 253: | ||
| - 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 | ||
| Line 264: | Line 264: | ||
| - 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 | ||
| Line 279: | Line 279: | ||
| 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: | ||
| Line 296: | Line 296: | ||
| - 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 | ||
| Line 319: | Line 319: | ||
| | 44-46 | C — G | 94-96 | B — F | | | 44-46 | C — G | 94-96 | B — F | | ||
| | 47-49 | C — H | 97-100 | | 47-49 | C — H | 97-100 | ||
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tactical-hints-and-terrain-generation.1758829784.txt.gz · Last modified: 2025/09/25 21:49 by fantasyadmin
