Wilkinson's Campaign - Terrain






The Environment
Scenarios are played in different environments that include Savannah, Swamp and Jungle. Each of these environments can include different terrain. Any scenario set adjacent to the Bakambo is also classed as Riverside. Some Event Cards can only be played in specific environments. Future scenarios may feature other environments such as Desert and Mountain


Terrain Options
Within each environment, terrain is placed as instructed by the scenario or MWWBK advanced rule (pg. 38): 

- Tall grass, crop fields, ruins and villages count as difficult. 
- Jungle, scrub and rocky areas count as difficult and dangerous. 
- Swamp/marsh counts as difficult and dangerous. 
- The River Bakambo counts as difficult & dangerous terrain in the shallows (watch out for crocodiles and hippos!) and impassible beyond (ie. beyond 1” from shoreline). 


Difficult Terrain
Difficult terrain halves movement of all non tribal infantry units. See MWWBKs pg. 22. 


Dangerous Terrain
The effects of dangerous terrain is determined by the scenario. When not specified use MWWBKs advanced rule (pg. 38). Some scenarios may require players to draw cards from an Encounter Deck. Cards used to construct the Encounter Deck will be dependent upon the environment(s) where the scenario is set.  


Line of Sight
High areas of terrain such as hills, jungle, buildings, ruins etc block line of sight. Units that occupy a terrain feature are visible but may receive a cover bonus. 

Terrain that would normally provide light cover such as tall grass, crop fields and scrub only block line of sight when units are separated by two such pieces of terrain. Units that occupy the second terrain feature are visible but will receive a cover bonus. Some linear obstacles, such as fences and walls, block line of sight in a similar way. However, a unit stood immediately behind an obstacle does not count it when targeting an enemy unit. Such a unit is also visible to the enemy unit it targeted, although it will still receive an appropriate cover bonus. 

Areas of low terrain such as swamps, rivers, rocky uneven ground etc do not block line of sight. 

[Design Note: Some scenarios require enemy units to be seen before friendly units may move. In MWWBKs soft cover typically does not block line of sight. I’ve borrowed the above rules from another game. It’s easy to understand and shouldn’t cause games to get too bogged down. Another option I had considered was to make cover bonuses cumulative. This works well for making targets more difficult to hit, but doesn’t help with the scenarios that require more line of sight blocking terrain.]
 


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