User Tools

Site Tools


battlefield-terrain

7. BATTLEFIELD TERRAIN

The different types of terrain soldiers encounter on a battlefield can alter their movement and other capabilities for good or ill. For instance, obstacles may slow troops down but can also provide useful cover.

TERRAIN EFFECTS ON MOVEMENT

There are two types of terrain that affect soldiers movement across the battlefield. The first are area obstacles, which are normally features such as woods, marsh, rough ground etcetera. The second are linear objects such as walls, hedges and fences. Different races react in different ways to area obstacles. While humans lose half a move when they pass into or through woods, wood elves lose only a quarter of a move.

Where ever possible in FANTASY WARLORD we have reflected the different races abilities in their movement. The effect terrain has on each race, is detailed on the Profile Sheets. The movement modifiers terrain causes are always expressed as fractions and represent the amount of movement a unit loses in passing through that terrain. The special way in which the modifiers apply, actually gives commanders a great deal of flexibility, when it comes to movement.

Example: A regiment of Scarlet Empire 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?

The soldiers movement is halved moving across broken ground, which is the same as saying it uses up twice the usual movement to cover the same space. Thus to move 5 cm across broken ground, will cost the soldiers 10 cm of their movement. But this calculation does not allow for the fact the terrain effect continues to apply until the last rank has cleared it. So, the commander must also add in the depth of the unit's multibase, which in this case is 4 cm, because they are in a line of two ranks. Thus to move across and clear the broken ground costs the unit 5 cm + 4 cm = 9 cm x 2 = 18 cm. The unit clears the river bed and can then advance a further 1 cm across the clear terrain. (20cms -1 cm -18 cm = 1 cm).

Example: A Regiment of unarmoured wood 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 cumulative. If a regiment of humans in mail and plate wished to move up a steep, wooded hillside their movement rate would be reduced from 18 cm to 9 cm by the steep hill and then from 9 cm to 4.5 cm by the woods. You will note in this example, that the modifier effects the balance of the movement rate and not the original rate every time. If this were not case the humans would never be able to move up the steep, wooded hillside.

Linear obstacles are treated in the same way as area obstacles. The unit of unarmoured orcs in the diagram on the next page, are 2 cm from a wall. There normal move is 20 cm. They advance the two cm to the wall and then halve the remaining 18 cm of move to cross it — so they advance 9 cm beyond the wall.

Just as troops suffer a reduced movement rate when their rear ranks are still inside an area obstacle, so too does a unit which has troops on either side of a linear obstacle. In short a unit is not considered to have crossed a linear obstacle until every figure has successfully left it behind. When a unit is leaving an area of terrain which affects movement, they may not return to their normal movement rate, until the last figure of the unit has cleared the obstacle.

To enter or leave a building via a gateway incurs no movement penalties, though a unit may have to change formation to do this successfully. If a figure wishes to enter or leave a building via a ground floor window or small door, it must begin the turn within 5 cm of the building and be given the order Break Formation, which consumes an entire move.

Example: A regiment of unarmoured goblins, in the picture below left, start their turn 5 cm from a marsh, through which they want to pass. Their normal move is 22 cm. They move the 5 cm to the marsh, which leaves them a further 17 cm of movement. As goblins lose half their movement allowance, when travelling through marsh, on this turn they can only move 8.5 cm into the marsh. On the next turn they could move a further 11 cm through the marsh or half their normal move of 22 cm.

TYPES OF TERRAIN

CLEAR

Clear terrain represents land such as flat grassland, steppe, beaten earth or hard packed sand. It has no effect on movement, missile fire or combat.

STEEP HILLS

Gentle slopes have no real affect on movement. However, steep hills slow soldiers down as they travel up the slope. Players should note that there is no movement modifier for moving down a slope whether it is gentle or steep. To qualify as a steep hill, slopes must be designated at the beginning of a battle, or they are automatically classed as gentle slopes.

Troops positioned behind the crest of a hill, away from the enemy, are classed as being concealed from the enemy and as such are not placed on the table until the enemy moves into a position from which the concealed troops can be seen. The position of concealed units should be recorded on a sketch map of the battlefield, so there can be no argument about where they are actually positioned when they are revealed.

Creatures that can fly and are travelling at Flight Height can see over all hills on the battlefield. Under these circumstances troops that would normally be concealed behind the crest of hills, must be placed on the battlefield, because they will have been spotted by the flying creature.

WOODS

Any group of trees can be classed as a wood. When a wood is represented on your battlefield its edges must be clearly delineated to avoid confusion. This can be done by edging the wood with lichen or mounting the trees on a painted base that is simply placed as a whole on the battlefield (though this particular solution can create problems when you want a wooded slope).

Woods slow all movement down, though the factor by which they reduce movement varies from race to race and is listed on the Profile Sheets. Woods also reduce the effectiveness of missile fire, as the trees provide large areas of cover for the troops inside the wood. Any unit occupying a wood automatically receives the benefit of Medium Cover when it is fired on. This is true even when the firing unit is also in the wood. Units that fire from inside a wood lose any ranks for firing advantage they may have and only the front rank is able to fire. Any close order unit that charges in a wood is automatically disordered. Pikes cannot be used in combat in a wood and pikemen must fight with their secondary weapon.

Units engaged in combat in a wood automatically receive the benefit of Medium Cover. Players should note than when both sides are inside the wood, they both receive this benefit.

Units can hide from the enemy by being positioned on the far side of woods or by being inside them, but subject to the following considerations. Units concealed in woods are not placed on the table until an enemy figure or unit moves into the wood. Units that are inside woods cannot be seen by any other units more than 5 cm away, nor can they see any unit around them in the woods which is over 5 cm away, This rule can make battles inside woods quite a lot of fun, especially if you have a game master to referee and record each sides movement.

Players should note that if they have a unit inside some woods that wishes to fire out of the woods at the enemy, it must be within 5 cm of the edge of the wood! In addition units using missile fire from inside a wood lose all Rank for Firing advantages and may only fire the front rank.

Units concealed in woods are invisible to flying creatures winging their way overhead and do not have to be revealed. However, units hiding behind woods are visible and must be placed on the battlefield. If a flying creature or unit wishes to investigate a wood for enemy units, it must first land and then all the usual visibility and movement rules apply.

JUNGLE

Jungle is extremely dense woodland which is frequently choked with undergrowth and is only found in the southern hemisphere. When entering jungle, units suffer a cumulative movement loss as if they were entering wood and then scrub as well. Visibility in jungles is also reduced from 5 cm to 3 cm. Otherwise jungles count exactly like woods for the purposes of concealment, firing and combat. Any unit that charges in a jungle is automatically disordered. Pikes cannot be used in combat in a jungle and pikemen must fight with their secondary weapon.

SCRUB

An area of scrubland (a plain covered with tall grass and bushes) is composed of low undergrowth, bushes and the odd tree. Units cannot be concealed in scrub. Scrub slows movement down and provides light cover for troops stationed inside it, when they are fired on by the enemy. It also provides light cover for troops engaged in hand-to-hand combat within the scrub area.

BROKEN GROUND

Broken ground covers all sorts of terrain types. Including land covered with rubble, wreckage, small boulders, scree and soft sand. Flights of steps are also classed as broken ground. Broken ground slows down movement but conveys no combat or missile fire advantages.

MARSHLANDS

There are three types of marshland in FANTASY WARLORD, bog or mire, fens and swamp; which affect movement and combat in different ways. The effect they have on movement is listed under the heading Marsh on the Profile Sheets but is also modified by other factors detailed below.

BOG OR MIRE

Bogs are exceptionally wet areas with very soft ground that are generally found at the source of rivers or in open areas. Mires are any areas that temporarily become difficult to pass because of water. Such as a mud road that turns to mire if it rains continuously. Bogs and mire adversely affect the movement of units, according to the Movement Modifiers for Marsh on the Profile Sheets and 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.


CHAPTER 8. MISSILE FIRE

battlefield-terrain.txt · Last modified: 2025/09/21 18:09 by fantasyadmin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki