The battlefield is produced by the defending player,
placing pieces on a flat field representing GOOD GOING.
Defender bisects the battlefield into four equal
quarters, numbered 1-4 clockwise from his left.
Choosing and placing features
Each army list has a list of terrain types for use when
the army is defending.
·
Choose 1-2 compulsory and 2-3 optional pieces.
·
Must include at least one BAD or ROUGH or River
or Waterway.
·
Can only have one of Waterway, River, Oasis,
Gully, or BUA.
·
Can only have up to two of Roads, or three of
any other single type.
Place Waterway first, then compulsory, then others.
Dice for each feature.
·
1-4 indicates which quarter it goes in.
·
5 means defender chooses quarter.
·
6 means attacker chooses quarter (but does not
place it).
Plough MUST overlap one adjacent quarter.
Gentle Hills MAY overlap one adjacent quarter.
All other area features must be entirely within the
quarter.
Linear features MUST overlap one adjacent quarter.
A feature that cannot be placed is discarded.
Each area feature must have at least 1BW of free space
around it (but can be closer to a BUA).
Feature Size
Area features must fit into an area whose length plus
width is within 9BW total.
Only one feature can have a length AND width less than
3BW.
Length and width
must not be less than 1VW each for all features.
A Gully’s length must be at least 3 times its width.
Length of other features must not exceed twice their width.
BUA and Plough can have straight edges. Others need to
look ‘natural’.
A City or Fort can be combined with a permitted Hilly
type which has a larger footprint.
Good, Bad, and Rough Going
BAD GOING includes:
·
Difficult Hills, Woods, Marsh, and Gullies.
·
It slows down movement and affects close combat
factors for some foot and all mounted.
·
May also affect shooting.
·
Dunes and Oasis are BAD Going for all except
camels.
·
Hills slope up to a central crest line and give
close combat advantage to an element whose front edge is partly up slope of his
foe’s base.
ROUGH GOING includes:
·
Rocky, Scrubby or Boggy flat ground, and
Enclosures.
·
They affect some movement but not combat or
shooting.
·
Plough is ROUGH if game’s first pip roll is a 1.
GOOD GOING includes:
·
Plough (but see above), Gentle Hills and all
other areas not covered by terrain features.
·
An element only partly in GOOD GOING is
considered in the other going type.
LINEAR features include:
·
Waterways, Rivers and Roads.
WATERWAYS:
·
are impassable,
·
extend along one battlefield edge.
·
can be 1-4BW wide,
·
no more than half its length can be more than
3BW.
·
can have a 2BW beach or flood plain which is
GOOD GOING.
RIVERS:
·
run from one edge to another or join a Waterway.
·
Cannot be wider than 1BW wide
·
Length cannot be more than 1 ½ length of board.
·
Can cross any feature except Hill, Dunes, Oasis,
or BUA.
·
Must be further than 4BW from any edge except
end edges.
·
Can only be entered when attempting to cross it.
·
Condition is true for its whole length for the
whole game.
·
Conditions determined when first element tries
to cross (see a later post).
·
An element is defending the bank if all of it is
on land and its opponent is at least partly I the river.
ROADS:
·
can be paved or dirt tracks.
·
Must be less than 1BW wide.
·
An element is on the road if the centre of its
front edge is in the centre of the road.
·
Must run from one (non-Waterway) edge to
opposite edge, bending minimally to avoid features if necessary.
·
A second road must join or cross the first.
·
Combat is made in going it passes through.
1 comment:
That's a lot of information for 4sq.ft. but it sounds pretty thorough, I can't remember how it worked in the old set. I suppose the defender is decided by AGG.+Dice. Looks like were going to have longer to get all this stuff together!
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