Terrain

These are experimental terrain rules, intended to replace the normal and advanced terrain rules.

By terrain we mean woods, hills, rivers and other features of the landscape that might be found on the battlefield. Many of these features can hinder the passage of troops, forcing them out of formation or presenting an unwelcome barrier — chariot wheels get bogged down in marsh, the legs of cavalry become tangled in dense undergrowth, and no regiment would attempt to cross quicksand or lava, though a skilled hero might pick a careful path. On the other hand, infantry can take up defensive positions behind walls or buildings, and a bolt thrower could be hidden amongst bushes on a hillside, but both would have difficulty seeing or hearing the signals of a distant commander.

The terrain rules provide a variety of different types of terrain intended to cover these situations.

Terrain properties

Passable terrain

Accessible to all troops, these are the predominantly open areas of the battlefield.

Rough terrain

Accessible only to Infantry, Monsters, and Cavalry.

Charging units do not receive charge bonuses against enemy stands at least partially in Rough terrain.

Difficult terrain

Accessible only to infantry.

Infantry stands at least partially within Difficult terrain are considered defended.

Dense terrain

Units at least partially within Dense terrain receive a -1 Command penalty when being given orders.

Broken terrain

Units at least partially within Broken terrain count as in Irregular formation.

Impassable terrain

Units cannot enter Impassable terrain. Characters and flying units may pass through (or over) as long as they do not end their movement inside it.

Terrain types

Passable terrain (grassland, moor, meadow, firm desert sand or snow)

Passable terrain.

Hills and slopes

Passable terrain. Higher ground blocks line of sight. Infantry and artillery are defended against any units charging or shooting from lower positions. Artillery units can shoot over friendly units on lower ground (see Shooting overhead).

Rough terrain (fields, soft sand)

Rough terrain

Marsh or dunes

Rough and Dense terrain.

Woods or tall scrub

Difficult and Dense terrain. Visibility is limited to 2cm.

Dense forest, swamp or jungle

Difficult, Dense and Broken terrain. Visibility is limited to 2cm.

Villages or towns

Distinguishable bordered area consisting of a number of buildings. The entire built-up area is considered to be a broad terrain type: no account is taken of individual buildings, gardens, and so forth.

Passable, Dense and Broken terrain. Infantry and artillery units count as defended when within. All unit types can be pursued when starting their retreat in this terrain type. Visibility is limited to 2cm.

Rivers, lakes, lava
Ravines, deep pits

These are Impassable terrain and don’t block line of sight.

Sheer cliffs, mountains
Individual buildings or similar terrain features

These are Impassable terrain and block line of sight.

Roads and tracks

Passable terrain. A unit that moves its maximum movement distance in a column formation along the road can make an extra half-pace move and gains a +1 Command bonus for its next order in this Command phase. However this movement must not result in contact with the enemy. Only one infantry unit or two cavalry/chariot units can move next to each other on a road.

Streams

Rough and Broken terrain. Infantry positioned along the bank of a stream are defended against enemy charging from within or across the stream.

Bridges and Fords

Passable terrain. Bridges and fords don’t block line of sight.

A bridge or ford that connects to a road or track is part of that road or track and the Command bonus applies accordingly.

Low linear obstacles

These are features such as ditches, hedges, fences, and low walls. Accessible only to Infantry, Monsters, and Cavalry. Infantry and artillery stands placed behind a low linear obstacle count as defended. Low linear obstacles don’t block line of sight.

High linear obstacles or fortress walls

These can be found in detail in the chapter Siege & Fortresses.

Movement at a Glance – Terrain

This table could be added to the “Movement at a Glance” page.

Movement Protection Command

Passable terrain

Passable

Hills and slopes

Passable

Infantry and artillery defended if higher

Rough terrain

Infantry, cavalry, monsters only

No charge bonus

Marsh, swamp or dunes

Infantry, cavalry, monsters only

No charge bonus.

−1 Command

Woods and tall scrub

Infantry only

Infantry defended

−1 Command, 2cm visibility

Dense forest and jungle

Infantry only.
Irregular formation

Infantry defended

−1 Command,
2cm visibility

Villages and towns

Irregular formation.
Unrestricted pursuit.

Infantry and artillery defended.

−1 Command,
2cm visibility

Rivers, lakes, lava, ravines, deep pits

Impassable

Sheer cliffs, mountains, individual buildings, terrain features

Impassable

Roads and tracks

Enables crossing restricted terrain.
Column allows extra half-pace move.

Column allows +1 Command for following order.

Streams

Infantry, cavalry, monsters only.
Irregular formation

Infantry defended along bank

Bridges and fords

Passable

Low linear obstacles

Infantry, cavalry, monsters only

Infantry and artillery defended across obstacle

High linear obstacles

Infantry only

Infantry fortified across obstacle

City and fortress walls

See Sieges