Terrain Types and Rules for FantasyGrid
The terrain types for the FantasyGrid board/war game are your standards: hills, forest, rough, wooded hills, etc. I have made a few pieces for the board, to have for playtesting.
Each type of terrain will have some special rules that affect Combat and/or Movement.
Terrain Types
Castle
Field Fortification
Hill
Forest
Forested Hill
Rough
River
Castle
The Castle will provide additional defensive protection for those units inside. The Castle will use a special set of Siege Rules for any combats in its grid area. We experimented with The Portable Wargame Siege rules previously, and research continues on this particular sub-set of the game.
Field Fortification
Lesser Fortifications will provide additional defensive protection for those units inside, as well. The combat resolutions, however, will not be as complex as those for the Castle.
All units in a Fortification Area gain a -1 to be hit by WAR ENGINES during a Shooting Tactic.
All units in a Fortification Area gain a -2 to be hit by any INFANTRY or CAVALRY units during Battle or Shooting Tactics.
All units in a Fortification Area gain a +1 to hit any units outside the Fortification during a Battle Tactic.
Hill
Units in a Hill Area will be at -1 to be hit in a Battle or Shooting Tactic. In addition:
SKIRMISH units in a Hill Area gain an additional -1 to be hit by WAR ENGINES during a Shooting Tactic.
WAR ENGINES in a Hill Area gain a +1 to their to hit rolls against any units in an adjoining Area that is Open terrain.
When a MONSTER unit enters a Hill Area it gains a +1 Token that may be used to enhance any roll the unit must make, so long as they stay in a Hill Area. (One token per stand at a time.)
Forest
Units in a Forest Area will be at -1 to be hit in a Battle Tactic (unless the Area has a Scouted token, which will be covered in later rules). In addition:
All units in a Forest Area will be at -2 to be hit in a Shooting Tactic.
All units in a Forest Area are -3 to be hit by a WAR ENGINE during a Shooting Tactic.
SKIRMISHERS & HEROES in a Forest Area will have the option of attempting to avoid a Battle by rolling 5+ on a d8. Success means that unit may not be the target of a Battle Tactic this turn. If the avoiding unit rolls an 8, they may Move one area back toward their baseline (if there are not enemy troops blocking them).
INFANTRY units in a Forest Area have a 1 in 8 chance of surprising enemy units in the same Area, if the enemy plays a Battle Tactic. In this case the Defender will roll first, any casualties the Attacker suffers are removed, and the Attacker is then able to battle back. The Defender will not be able to surprise the Attacker if the Attacker has Scouted the Area and placed a token.
Forested Hill
Units in a Forested Hill Area will be at -2 to be hit in a Battle (unless the Area has a Scouted token, which will be covered in later rules). In addition:
SKIRMISHERS & HEROES in a Forested Hill Area will have the option of attempting to avoid a Battle by rolling 4+ on a d8. Success means that unit may not be the target of a Battle Tactic this turn. If the avoiding unit rolls an 8, they may Move one area back toward their baseline (if there are not enemy troops blocking them).
INFANTRY units in a Forested Hill Area have a 1 in 8 chance of surprising enemy units in the same Area, if the enemy plays a Battle Tactic. SKIRMISHER units in a Forested Hill Area have a 2 in 8 chance of surprising enemy units in the same Area. In this case the Defender will roll first, any casualties the Attacker suffers are removed, and the Attacker is then able to battle back. The Defender will not be able to surprise the Attacker if the Attacker has Scouted the Area and placed a token.
All units in a Forested Hill Area will be at -2 to be hit in a Shooting Tactic.
All units in a Forested Hill Area are -3 to be hit by a WAR ENGINE during a Shooting Tactic.
Rough
SKIRMISHER & HERO units in a Rough Area will be at -1 to be hit in a Shooting Tactic.
River
A River Area does not affect Movement, but it does give a defensive benefit to any unit that is in a River Area. A unit that Moves into a River Area has a -1 to hit any other units already in the River Area during a Battle Tactic.
Tactical Considerations
I believe these Terrain Rules will allow for a great deal of tactical flexibility and create interesting opportunities for maneuvering your units on the board. The next game play video will feature these terrain rules and the expanded Magic rules.
I look forward to any Comments or Questions.