| Fire and Fury: Table de Terrain Variable | |||||
|---|---|---|---|---|---|
| Marker ID Number |
Basic Terrain Type | ||||
| Open | Field | Wood | River | Slope | |
| 1 | Fossés* Lose 25% Cav |
Rough Trenches** +3 |
Rough +1 Breastworks** +2 |
Impassable | Impassable |
| 2 | Sunken Road* +1 Defending |
Rough Breastworks +2 |
Rough +1 Defending |
Impassable | Steep +2 Defending |
| 3 | Rough | Rough Sunken Road* +1 |
Rough +1 Defending |
Impassable | Steep +1 Trenches +3 |
| 4 | Rough | Rough Stone Wall +1 |
Rough +1 Defending |
Impassable | Steep +1 Breastworks +2 |
| 5 | - | Stone Walled +1 Defending |
Rough +1 Defending |
Impassable | Steep +1 Defending |
| 6 | - | Rough | Rough +1 Defending |
Impassable | Steep +1 Defending |
| 7 | - | Rough | Rough +1 Defending |
Ford +1 Defending |
Steep +1 Defending |
| 8 | - | - | Rough +1 Trail*** |
Ford +1 Defending |
- |
| 9 | - | - | - | Ford +1 Defending |
- |
| 10 | - | - | - | Ford +1 Defending |
- |
| 11 | - | - | - | Ford +1 Defending |
- |
| 12 | - | - | - | Ford +1 Defending |
- |
| The first unit of an army to move into an unknown terrain marker scouts it. Artillery et charging cavalry units never scout, they blunder into terrain as they uncover the marker. Artillery blundering into impassable terrain is immobilized for the rest of the game, it will be captured by the player who holds the battleground victoriously. Cavalerie charging blundering into impassable terrain immediately perd 25% percent of its strength et recule to the perimeter of the impassable terrain area.
* Fossés et sunken roads immediately inflict 25% pertes on charging cavalry blundering into them. L’unité may peut reculer beyond enemy musketry range, ou complete it’s charge move in disorder, counting les pertes a cause de terrain as negative modifiers in melee. ** Breastworks et trench lines are thought to occur naturally ou to have been left behind by another unit. The lines are long enough to hold D6+6 stands. If the lines are discovered inside fields ou woods, assume that they are on the perimeter of the terrain area, immediately opposite the marker, et in the direction of facing of the discovering unit. Do not deploy works hidden inside fields ou woods on the table, until the enemy scouts ou blunders into them. Breastworks ou trench lines found on a slope are centered on the marker et faced downhill by the discovering player. *** Trail: The unit finds a new trail ou road through the woods. The road crosses the point where the marker was found. Roll a D6+6 to determine the clock position of one road exit, then roll 2D6 to determine the second exit. Example: A unit enters a wooded area et discovers a trail there. The first D6 result is 3, followed by a D6 result of 2 modified by + 6 = 8. Assuming that woods are often round ou oval in shape, the road enters the wooded area at 3:00 o’clock et exits at 8:00 o’clock. There is a turn in the road where the marker was located. The two road exits must not be closer together than three hours on the clock face, roll the D6+6 again if necessary. Alternatively, if the woods are located between two farms ou built-up areas, add a road which connects these places. |
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