Terrain for Campaigns
By Alan Saunders
Each area had three terrain types defined for it. Each of the three types had to have a unique game effect. Examples of types are: woods, river, flat bad going, marsh, BUA, gentle hill, steep hill and so forth. One type is defined as compulsory, the other two as optional.
When a battle takes place in an area it must obey the following rules:
Example - An area is forested. It has compulsory woods, with an optional river and flat bad going. Any battle in this area must have at least two woods and can also have one or more rivers and/or one or more areas of flat bad going. If you wish to include a gentle hill (an item not on the list) then the terrain must include at least two steep hills, a river and an area of bad going first.
Example - An area is defined with compulsory river, with optional marsh and gentle hills. A battlefield in this area is only required to have one river (although it may have more) and may have one or more marshes and one or more gentle hills. To have a wood the terrain must already consist of a river, marsh and gentle hill.
The main trick of the system is to identify all of the different possible terrain items in terms of game effect, and ensure that there is only one of each in each area. This can be quite subtle; I would class fields and rough as different terrain. Both are flat bad going, but the former is rectangular whilst the latter is irregular in shape. This affects how easy it is to line the edge, so they have a slightly different game effect. Conversely an area of brush is the same, in game terms as an area of rocks or a bog; all are irregular shaped, flat, bad going.