RED ELF
TERRAIN

Troops only move their full Movement rate over unobstructed ground. They will slow down if impeded by broken ground such as hushes or woods. Terrain is divided into four types to simulate this: open, difficult, very difficult & impassable terrain.

Open Terrain

Open terrain is clear ground that doesn't impede movement at all. The battlefield is basically all open terrain unless otherwise indicated. This will normally include hills, as long as they are not too steep, as well as features such as roads, paths, gateways and other firm surfaces.

Difficult Terrain

Difficult terrain includes the following:

  • Brush, scrub and other clinging vegetation.
  • Debris, wreckage, loose rocks and boulders.
  • Fords, streams and shallow water. Marshes, bogs and thick mud.
  • Freshly ploughed, flooded and muddy fields.
  • Sand dunes and areas of deep sand. Stairs, steps and ladders.
  • Steep or treacherous slopes. This can include particular hills if both players agree before the game, otherwise hills are considered to be open terrain.
  • Woods, orchards, growing crops and dense foliage.

Troops cross difficult ground at half speed, so if your has Move 4 then it can only move 2" in a wood.

If troops move over open ground and difficult terrain during the same turn, then their movement over open ground is at full speed and movement over difficult ground is reduced to half speed as normal. For example, a Man moves 2" across open ground and enters a wood. He now has 2" of his move left. This is covered at half speed as it is difficult terrain, so can only move a further 1" through the wood.

Very Difficult Terrain

Very difficult terrain includes areas that are even more arduous to move through, such as the following:

  • Thick woods packed with briars and thorns.
  • Almost sheer slopes that need to be climbed on hands and knees.
  • Fast flowing but still fordable rivers.

Very difficult terrain reduces movement to quarter speed. Fractions are rounded up to the nearest 1/2" to prevent unnecessary complication.

Impassable Terrain

Impassable terrain is terrain so difficult to move through that it cannot be crossed during the course of battle. It includes terrain features such as rivers, lakes, impenetrable swamps and sheer cliffs. Troops must go round impassable terrain.

Players should decide before the battle begins certain terrain features will be difficult, very or impassable during the course of the battle.

Obstacles

Obstacles are things such as hedges, fences, walls and trenches that troops must clamber over to cross. Although obstacles may be similar in some respects to difficult ground, in that a hedge and a wood might contain trees, there is an important difference. Obstacles are basically linear barriers, such as a wall, which troops must cross over before they can proceed. Difficult terrain describes an area of ground such as a bog or marsh that slows down a unit's overall speed.

It takes a model half of its move to cross an obstacle. So if a model has Move 4 it must surrender 2" to cross a hedge or a wall. If a model has insufficient move left to cross an obstacle it has reached then it must halt in front of it. The model does not count as being half way across if it has 1" of its 4" Move remaining, for example. Where an entire unit of troops is attempting to cross an obstacle, the penalty continues to apply to the whole unit as long as any of the models are crossing.

Sometimes the front of a unit may end up on one side of a linear obstacle and the back part on the other side. This is fine. Place the part of the unit which has crossed on the far side of the obstacle and leave the part that has yet to cross on the other side. As long as the ranks on both sides are in contact with the obstacle, this is perfectly acceptable. Once troops have moved over the obstacle, the unit's ranks are returned to base contact. Remember that the unit suffers a half move penalty until all its troops have crossed the obstacle.

If a wall, hedge or fence has a gate in it then it is assumed to be open unless otherwise agreed, and troops may move through the gate without penalty.

If a unit's formation is divided by an obstacle then it may not manoeuvre by turning or wheeling, and it may not change its formation. The unit must cross the obstacle before it can do any of these things.

Bear in mind that a unit of troops can suffer from reduced speed for moving over difficult terrain and the half Move penalty for crossing an obstacle. If troops are moving at half their normal speed, of 2" across difficult terrain (eg, a freshly ploughed field) they must still surrender a half of their move to cross a hedge or fence, a -1" penalty in this case.