Terrain In 'Hordes Of The Things'

The following are suggestions for defining the effects of terrain in 'Hordes of the Things'. At first glance the rules seem to offer little in the way of varied terrain; good going, bad going and water features, but an examination of the rules shows that a number of combinations of effects are possible.

The descriptions given for each terrain item are not intended to supercede the rules, but to summarise the effects in game terms. Consult the rules for the detailed effect of each type of terrain.

Terrain types not listed can easily be extrapolated from those that are. Certainly, in a fantasy environment all kinds of curious terrain types are possible.

Gentle Hills

These do not affect movement but do provide a combat advantage to troops upslope of an enemy. They block line of sight. Gentle hills may also have other terrain on them in which case they assume the properties of that terrain as well.

Steep Hills

These count as bad going but also provide a close combat advantage to troops upslope of the enemy. Land lurkers may be deployed on a steep hill. They block line of sight. Steep hill may have other terrain on them, in which case they assume the properties of that terrain as well.

Woods and Jungle

Woods are bad going and block line of sight. All troops count woods as cover when shot at. Aerial units cannot end a move over woods and land lurkers may be deployed in them.

Brush, Cultivated Land, Soft Sand and Boggy Ground

These terrain types do not block line of sight, but count as bad going. They allow the deployment of land lurkers.

Marsh

Marshes do not block line of sight, but count as bad going. Both land and water lurkers may be deployed in a marsh, but it does not count as running water.

Swamp

Swamps count all the effects of woods, but allow the deployment of both types of lurkers.

Built-Up Areas

Buildings block line of sight and count as bad going. Aerials can cross but not end their move over a built up area. They allow the deployment of land lurkers and troops in them get a cover bonus when shot at or bespelled.

Rivers and Streams

These do not count as bad going, but slow movement. Groups of ground elements can only cross in column. They count as running water and so inhibit magic. Ground elements, except water lurkers, may not move along a river. Rivers allow the deployment of water lurkers.

Seas and Lakes

These are impassable to land elements except that elements may cross to an from and island. It is recommended that the routes by which this is possible be specified in advance. A ground element deviating from these routes is lost. They count as running water if specified as such and allow the deployment of water lukers.

Gullies

Gullies count as bad going, but line of sight is not blocked across them. Ground troops in them can only be seen by other troops in the gully or by troops on the edge. Land lurkers may be deployed in a gully.

Dense Jungle

This terrain type is impassable to all troops, except aerial troops. These may fly over jungle but may not end their move in it. It blocks line of sight.

Mountain

This terrain is impassable to all troops, including aerials, and blocks line of sight.

Volcano

Treat a volcano as a mountain, but it can also have associated lava flows which should be depicted in a similar manner to rivers except that they are impassable to all ground troops.

 

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