FAQs, Diagrams, Maps

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FAQs

Q: Are there currently any frequently asked questions? A: No ;)

Diagrams Some diagrams to visualize how various game mechanisms should be handled.

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Maps (Maps of the ETC 2009)

Maps 1-3 double wood, Map 4 single wood, no buildings

Map 1

Map 2

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Map 3

Map 4

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Maps 5-8 incorporate Buildings Not balanced as currently buildings (ruins) cannot be occupied and count as impassable.

Map 5

Map 6

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Map 7

Map 8

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Notes

• Hill • Wood

• blocks LOS Wood • blocks LOS Hill

• Difficult terrain • Rock or Stone • does not block LOS Rubble • Impassable terrain • could be stone fields R • blocks LOS or corn fields

• Building • Wall or Fence Ruin • blocks LOS • does not block LOS

TERRAIN Hills: Hills block LOS. Models on a hill can draw LOS over intervening models (even Large Targets but not over other LOS blocking terrain) that are not on a hill themselves. Also models can draw LOS to units on a hill over intervening models, even over models in their own unit. This allows all models in a unit to shoot at a unit on a hill if they are in range and have LOS. Units on a hill may shoot with one additional rank. Woods: LOS can be drawn up to 2" into or out of woods but never through woods (even if less than 2" wide). This means that models can look up to 2" into woods and up to 2" out of woods at the same time. Models that are in the same wood can draw LOS to each other if they are within 2" of each other. Woods count as difficult terrain and provide soft cover. Rubble: Rubble counts as difficult terrain and provides soft cover. Does not Block LOS. Buildings/Ruins/Rocks: Block LOS. Counts as impassable terrain. Linear Obstacles (Walls and Fences): Do not block LOS. In order to cross linear obstacles, a model has to half its movement. Units positioned directly adjacent to linear obstacles benefit from cover versus ranged attacks that cross an indefinite line defined by the obstacle. Walls provide hard cover, Fences provide soft cover. In CC units positioned directly adjacent to linear obstacles count as defending an obstacle (see chapter ‘Close Combat’) and are immune to impact hits. In addition units defending a linear obstacle in CC automatically pass the Ld-test if they don’t want to pursue. Rivers/Lakes: Rivers and lakes should be treated as very difficult terrain (works like difficult terrain but units only move at ¼ speed) for all units (including Skirmishers and Light Infantry) with the exception of Aquatic and Ethereal creatures. Lakes and rivers are impassable to war machines, chariots, etc. All bridges and fords are treated as open ground. Note: Units cannot be deployed inside terrain which is impassable to them.

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