Broken Ground

Movement: No movement restrictions for foot units except war machine units, which may not enter a broken ground hex. Any mounted unit or unattached leader must stop when it enters a broken ground hex and move no further on that turn.

Battle: A foot unit may battle on the turn it enters a hex with broken ground. A mounted unit may not battle on the turn it enters a broken ground hex. When battling an enemy unit on a broken ground hex or a unit on a broken ground hex battling out, will roll a maximum of 2 battle dice. A Command card that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.

If a mounted unit enters Broken Ground on a Momentum Ad- vance, it may not bonus Close Combat.

Line of Sight: A broken ground hex does not block line of sight.


Forest

Movement: All units and leaders must stop when entering a forest hex and may move no further on that turn.

Battle: A unit may not battle the turn it moves onto a forest hex. Light infantry, light sling infantry, light bow infantry, auxilia infantry and warrior infantry units are the exception. These units may move onto a forest hex and still battle.

These are also the only units which can Momentum Advance into a forest hex and have the potential for a bonus Close Combat. Other units which Momentum Advance into a forest hex may not bonus Close Combat.

A unit battling an enemy unit on a forest hex or a unit on a forest hex battling out, will roll a maximum of 2 dice in close combat. A unit that targets an enemy unit on a forest hex with Ranged Combat will roll a maximum of 1 die. A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Line of Sight: A forest hex blocks line of sight.


Hill

Movement: No movement restrictions.

Battle: All units roll a maximum of 2 battle dice if battling an enemy unit that is uphill in Close Combat. Foot units roll a maximum of 3 battle dice when battling an enemy unit that is downhill, and when battling from one hill hex to another hill hex.

Mounted units roll a maximum of 2 battle dice when battling an enemy unit that is downhill or when battling from one hill hex to another. A Command card that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.

Line of Sight: A hill hex blocks line of sight to units behind a hill hex. A unit on a lower level has line of sight onto the first hill hex and vice versa.

A unit on a lower level does not have line of sight through one hill hex onto a second hill hex with a unit and vice versa (i.e. a unit at a lower level is not able to see, or be seen, if at least one other hill hex is in between the two units).

Line of sight is not blocked between units on the same hill looking across hill hexes all at the same level (the units are considered to be on a plateau).


Seacoast

Movement: A Seacoast hex is impassable ter- rain. Moving, retreating, evading, or escaping onto a Seacoast hex is not allowed.

Battle: Not applicable.

Line of Sight: A Seacoast hex does not block line of sight.

Note: Seacoast hexes may also be used to denote the shore of a lake, with the same effects in the game.


River

Normally river hexes are treated as impassable terrain.



Fordable River (specified In Scenario Instructions)

Movement: All units and leaders must stop when entering a fordable river hex and may move no further on that turn.

Battle: A unit may battle on the turn it enters a fordable river hex. When battling an enemy unit on a fordable river hex or a unit on a fordable river hex battling out, both units will roll a maximum of 2 battle dice.

A unit that battles with Ranged Combat out of a river will roll a maximum of 1 battle die. A Command card that adds additional dice in battle will modify the maximum number of battle dice that can be rolled. After a successful Close Combat, a unit on a fordable river hex may make a Momentum Advance out of that hex.

Line of Sight: A fordable river hex does not block line of sight.


Ramparts

Movement: No movement restrictions.

Battle: A Rampart provides protection along the two or three forward facing hex sides.

Close Combat: When attacked by an enemy unit across a hex side with a rampart, the defending unit disregards one sword symbol and may disregard one flag rolled against the unit.

Note that the defending unit does not receive rampart protection when the enemy unit is not attacking across a hex side with the rampart (normally this is from a hex directly to the side or directly behind the two rampart protected hex sides).

Ranged Combat: A unit attacked through a forward facing rampart hexside may disregard one flag rolled against it.

A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Note: mounted units receive no protective benefit from ram- parts.

Line of Sight: A rampart hexside does not block line of sight.


Fortified Camp

Movement: No movement restrictions.

Close Combat: A unit defending on a fortified camp hex disregards one sword symbol and may disregard one flag rolled against it.

Ranged Combat: A unit defending on a fortified camp hex may disregard one flag rolled against it.

Note: mounted units receive no protective benefit from fortified camp hexes.

A fortified camp hex offers this protection against attacks from all sides.

A unit on a fortified camp hex rolls one fewer battle dice than usual when it battles (this applies to Close Combat and Ranged Fire).

A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Line of Sight: A fortified camp hex blocks line of sight.

The following terrain types are not used in the scenarios included with this game but come in expansions.


Bridge

These rules are used for all bridges, including pontoon.

Movement: No movement restrictions.

Battle:

  • A unit may battle on the turn it enters a bridge hex. A unit on a bridge hex battling out will roll a maximum of two battle dice in Close Combat or one battle die in Ranged Combat. A unit on a bridge hex may still make a Momentum Advance after a successful close combat. A foot unit defending on a bridge hex may ignore one flag rolled against it.
  • When battling an enemy unit on a bridge hex, a maximum of two battle dice are rolled in Close Combat. Ranged Combat is unaffected.
  • A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Line of Sight: A bridge hex does not block line of sight.


Scalable City Walls

(use rampart terrain hexes for scalable city walls)

Movement:

  • Foot units (except war machine) and Leaders: To move onto a scalable city wall hex, a foot unit or leader must start its move from a hex adjacent to the scalable city wall hex. A foot unit or leader that enters a scalable city wall hex must stop and may move no further on that turn.

    A foot unit or leader that moves off a scalable city wall hex may only move onto an adjacent hex and may move no further on that turn. Retreating or Evading Foot units or leaders do not have to stop when entering a scalable city wall hex.

  • Mounted units and war machines: A scalable city wall hex is impassable terrain for a mounted unit or war machine. Both may Close Combat adjacent units on scalable city wall hexes if they begin their turn adjacent to the scalable city wall hex. Neither type of unit may retreat or evade onto a scalable city wall hex.

Close Combat: When battling an enemy unit on a scalable city wall hex or a unit on a scalable city wall hex battling out, the unit rolls a maximum of 2 battle dice in Close Combat. Any unit defending on a scalable city wall hex disregards one sword symbol and may disregard one flag rolled against it when attacked from any adjacent hex.

A defending unit on a scalable city wall hex that cannot evade, or elects not to evade, will battle first (treat the defending unit as if it possesses a First Strike card, and treat the combat as a First Strike combat) when being attacked in Close Combat unless the attacking enemy unit is also on an adjacent scalable city wall hex.

Ranged Combat: A unit defending on a scalable city wall hex may disregard one flag rolled against it. Standard line of sight rules apply, and adjacent enemy units prevent Ranged Combat.

A Command card or leader that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.

Line of Sight: A scalable city wall hex blocks line of sight to units behind the scalable city wall hex and vise versa. Line of sight is not blocked between units on the same scalable city wall looking along the scalable city wall hexes.


Fortified City Walls

(use rampart terrain hexes for fortified city walls)

Movement: Fortified City Walls are normally considered impass- able terrain for all units, unless siege rules are in effect, as noted in the scenario special rules. When siege rules are in effect, the attacking foot units have scaling ladders, and fortified city walls are treated as scalable walls.

Battle: No battle possible unless siege rules are in effect for the scenario.

Line of Sight: A fortified city wall hex blocks line of sight to units behind the fortified city wall hex and vise versa.


Marsh

Movement: A unit or unattached leader must stop when it moves onto a marsh hex and move no further on that turn. The unit or unattached leader must also roll one battle die for a possible block loss.

One unit block is lost when the unit's symbol is rolled. A leader is eliminated when a leader symbol is rolled. Retreating or evading units or leaders do not have to stop when entering a marsh hex.

A unit or leader that must retreat or evades onto or through a marsh hex must still check for a possible block loss for each marsh hex it retreats or evades onto or through. Marsh block loss die rolls are made prior to removing unit blocks for unfulfilled map edge hex retreats.

A unit or leader that leaves a marsh hex may only move onto an adjacent hex regardless of its normal movement allowance.

A war machine unit may not move, evade or retreat onto a marsh hex.

Battle: A unit may battle the turn it moves onto a marsh hex. When battling an enemy unit on a marsh hex, a maximum of 2 battle dice are rolled in Close Combat. A unit that elects to advance onto a marsh hex after a successful Close Combat must check for possible block loss.

A unit on a marsh hex battling out will roll a maximum of 2 battle dice in Close Combat, and 1 die in Ranged Combat. A unit on a marsh hex that has not already moved this turn, may make a Momentum Advance out of the marsh hex onto the vacated hex after a successful Close Combat, but cavalry units may not make a Special Momentum Advance.

A Command card that adds additional dice in battle will modify the maximum number of battle dice that can be rolled.

Line of Sight: A Marsh hex does not block line of sight.


Continue Reading