Fire e Fury Variable Terrain Table
Marker
ID
Number
Basic Terrain Type
Open Field Wood River Slope
1 Ditches*
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. Artiglieria e charging cavalleria units never scout, they blunder into terrain as they uncover the marker. Artiglieria blundering into impassable terrain is immobilized for the rest of the game, it will be captured by the player who holds the battleground victoriously. Charging cavalleria blundering into impassable terrain immediately loses 25% percent of its strength e recoils to the perimeter of the impassable terrain area.

* Ditches e sunken roads immediately inflict 25% caduti on charging cavalleria blundering into them. The unit may recoil beyond enemy musketry range, o complete it’s charge move in disorder, counting the terrain caduti as negative modifiers in melee.

** Breastworks e trench lines are thought to occur naturally o 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 o woods, assume that they are on the perimeter of the terrain area, immediately opposite the marker, ed in the direction of facing of the discovering unit. Do not deploy works hidden inside fields o woods on the table, until the enemy scouts o blunders into them. Breastworks o trench lines found on a slope are centered on the marker e faced downhill by the discovering player.

*** Trail: The unit finds a new trail o 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 e 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 o oval in shape, the road enters the wooded area at 3:00 o’clock ed exits at 8:00 o’clock. There is a turn in the road where the marker was located. The due road exits must not be closer together than tre hours on the clock face, roll the D6+6 again if necessary. Alternatively, if the woods are located between due farms o built-up areas, add a road which connects these places.

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Mail Adresse – Pubblicato: 20.06.1997 – Aggiornato: 05.06.07 - English Deutsch Français Español
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