Pic From Adepticon 2011 |
Anyhow, here's those definitions. The Visibility rules will follow shortly. :)
The Basics: Terrain
Nobody plays their Sci-Fi Wargames on an empty table (or at least nobody should). An M42 battlefield will normally be broken up by various terrain features. Such as hills, woods, and buildings.
How Terrain Affects Units
Terrain
has two major effects on units.
First,
and most simply, terrain can limit a unit’s movement. Preventing it from
running as quickly as it would like. These limitations on movement are detailed
in the Movement & Terrain
section of the rules.
The
second (and much more complex) effect of terrain, will be on a unit’s
visibility to other units during shooting. When the enemy is attempting to
locate and fire upon your forces. These visibility effects are detailed in the Visibility
& Terrain section of the
rules.
Terrain Types
There
are 5 basic types of terrain in M42.
1. Open Ground
2. Hills
3. Area Terrain
4. Structures
5. Obstacles
Open Ground
The
most basic type of terrain in M42 is the surface of the game table itself.
Which is always considered to be Open Ground.
Hills
Hills
are areas of Open Ground with an elevation. They impede movement slightly for
units moving onto them, and their height may affect a model’s visibility or
increase their ability to see other units.
Hills
will often have other terrain features placed on top of them, or incorporated
into their design. But these additional features are considered to be separate
from the ‘Hill’ itself. Even if the additional feature can’t be removed without
damaging the Hill model.
Area Terrain
The
predominant feature of any piece of Area Terrain is it’s base, which defines
the extent of it’s movement and visibility effects.
The
most common example of a piece of Area Terrain is Woods. Where the base defines
the extent of the Woods’ effects on movement and visibility. While other than
defining the Woods’ height, the actual tree models standing on that base are
purely cosmetic, and can be moved without affecting gameplay at all.
All
Area Terrain affects model/unit movement identically. They differ only in their
effects on a model’s visibility to other models during shooting.
Structures
A
Structure is any terrain feature with walls. Whether those walls are broken and
crumbled, as with a Ruin. Or pristine, as with an undamaged building.
The
walls and floors of a structure will slow down the movement of your units
considerably, and make the models on either side of them much harder to both
see and hit in shooting.
Obstacles
If
Hills, Area Terrain, and Structures are the ‘big stuff’ that defines the
battlefield, then Obstacles are the small stuff. Things like walls, hedges,
equipment crates, and even single trees or rocks.
Obstacles
are broadly split into two types, Linear Obstacles, and Point Obstacles.
Linear
Obstacles include features like walls, hedges, creeks, fences, lines of crates,
barbed wire, and other point-to-point features that may inhibit movement, or
provide protection from enemy fire. But, being an inch or less in width, do not
cover enough of the table to be considered Area Terrain.
Point
Obstacles include single features like large rocks, a stack of crates, or a
couple of trees glued to a base. The maximum diameter of a point obstacle is
5”. Though most average about 3-4” at their longest point.
Obstacles Are Always Deployed
In
M42, you’ll normally set up your Hills, Structures, and Area Terrain first,
before knowing what your mission is. Any Obstacles are then deployed by the
players along with the rest of their armies.
The
number and type of Obstacles that you will be able to deploy on the table is
determined by the rules of a particular mission. If you’re the Defender, you
may get to put down some low walls (Linear Obstacles) to hide your troops
behind. While the Attacker might get to put down some large rocks (Point
Obstacles) to break up the Defender’s lines of fire and help his troops get to
the objectives in one piece. This adds another interesting tactical dimension
to the game and helps diminish the effects of an unlucky combination of mission
and terrain.
Edit: Here's another definition that's better placed in this section. :)
Edit: Here's another definition that's better placed in this section. :)
Compound Terrain
If one or more pieces of terrain have been placed on top of another piece of terrain, then the result is a piece of Compound Terrain. Hills, in particular, often tend to be combined with other pieces of terrain in this way to unique combinations of the basic terrain types.
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