Most battlefi elds are not simple, wide open, flat fields. Hills, trees, or buildings can all appear on a battlefield, and each type of terrain can infl uence a battle in different ways. Clever use of terrain can be the difference between victory and defeat, so consider the terrain carefully during the battle!
Some types of terrain grant bonuses to unit abilities, such as Defense Value, for any unit that occupies the hex. Many terrain types also reduce movement, and some block Line of Sight.
Units may only execute an Ambush order if they are in the right kind of terrain.
Any reduction to movement is applied only when the unit enters a hex with this terrain.
Example: An Infantry unit assaults an enemy and must move into a hex with light woods. The unit can only move 1 hex when entering light woods, so it will only reach the enemy if it began its movement in a hex adjacent to the light woods.
Plains
Plains hexes do not block Line of Sight.
You cannot issue the Ambush order to any unit that is in a plains hex.
Light Woods
Light woods hexes block Line of Sight.
No unit can execute the Run order into or through a light woods hex.
If a unit executes an Assault or Move and Fire order into or through a light woods hex, its movement is reduced: infantry units may only move 1 hex and cavalry may only move up to 2 hexes.
All units may execute an Ambush order when in a light woods hex.
Heavy Woods
Heavy woods block Line of Sight. No unit can execute Assault or Run orders into or through a heavy woods hex.
Cavalry units cannot move into or through a heavy woods hex.
Infantry units may execute an Ambush order when in a heavy woods hex.
Rice Fields
Rice fields hexes do not block Line of Sight.
No unit can execute the Run order into or through a rice fi elds hex.
If a unit executes an Assault or Move and Fire order into or through a rice fields hex, its movement is reduced: infantry units may only move 1 hex and cavalry may only move up to 2 hexes.
You cannot issue the Ambush order to any unit that is in a rice fi elds hex.
River
River hexes do not block Line of Sight.
Any unit can attempt to cross a river, but it must make a Loss Test. The Loss Test is made immediately when the unit enters the river hex. All units except Ninja units must spend their entire turn to enter a river hex (they can only enter the river from an adjacent hex). The unit moves out of the river hex normally during the next turn, but it can only use the March order (the unit may not run): infantry may only move 1 hex, cavalry may move up to 2 hexes.
If a unit crossing a river enters a hex adjacent to an enemy unit, it must enter melee after the Loss Test, and does not recieve any benefi ts from the Assault order.
Loss Test
To make the Loss Test, roll 1 die for each model in the unit. Each die roll that is 1-10 means that one model has safely crossed the river. Each result that is 11 or higher means that the unit suff ers 1 casualty (the soldiers have drowned). Defense Value has no effect on these casualties. If a unit suff ers any casualties due to a Loss Test, the unit must make a Fortitude Test as normal (if using the Intermediate Rules).
Ford
Ford hexes do not block Line of Sight.
A ford is a shallow part of a river than can be crossed more safely. A unit crossing a river at a ford hex does not make a Loss Test.
No unit can execute the Run order into or through a ford hex.
If a unit executes an Assault or Move and Fire order into or through a ford hex, its movement is reduced:
infantry units may only move 1 hex and cavalry may only move up to 2 hexes.
You cannot issue the Ambush order to any unit that is in a ford hex.
Bridge
Bridge hexes do not block Line of Sight.
No unit can execute the Run order into or through a bridge hex.
If a unit executes an Assault or Move and Fire order into or through a bridge hex, its movement is reduced: infantry units may only move 1 hex and
cavalry may only move up to 2 hexes.
You cannot issue the Ambush order to any unit that is in a bridge hex.
Ravine
Ravine hexes do not block Line of Sight.
Cavalry units cannot move into or through a ravine hex.
Infantry units cannot execute the Run order into or through a ravine hex.
If an infantry unit in a ravine hex executes an Assault order, its movement is reduced: the unit may only move 1 hex.
A unit in a ravine hex is visible only to units in adjacent hexes, and only has Line of Sight to the adjacent hexes.
Rocky Ground
Rocky ground hexes do not block Line of Sight.
No unit can execute the Run order into or through a rocky ground hex.
If a unit executes an Assault or Move and Fire order into or through a rocky ground hex, its movement is reduced: infantry units may only move 1 hex and cavalry may only move up to 2 hexes.
You cannot issue the Ambush order to any unit that is in a rocky ground hex.
If there is rocky ground on a hill hex, cavalry units cannot move up the slope into that hex.
Village
Village hexes block Line of Sight.
All units may execute an Ambush order when in a village hex.