Hey!
A couple of friends and I are working on some rules for fighting battles entirely within forest. I dont know if there are other discussions on the subject, but I thought I would share our experiences.
We have invented rules for fighting within normal forest and dense forest. We playtested both yesterday (dark elves vs wood elves 1000p), and it actually worked VERY well!
The system is that the entire battlefield is covered by wood that gives movement penalties and limited range of sight. Instead of creating terrain as normal, you create inverted terrain like a glade or lake in the forest, where the line of sight is normal.
Below is examples of normal and dense forest terrain generators (we generate terrain randomly using the below generators and place the terrain randomly using scatter die).
And it actually worked very well! We obviously had some problems with a few of the wood elf special rules and magic items, like moonstone and so on, but we quickly added reasonable rules for these. Like:
- wood elves obviously dont get their "free" forest within a forest
- moonstone transports the unit anywhere but not closer than 10' to enemy units.
- treesinging doenst move forest, but can be used for D6 S5 hits within a range of 18'
- The stupid arcane magic item where every model that enters the same wood as the wearer takes a S5 hit is momentarily just not allowed. We are considering a VERY reduced range like 3'.
These rules are a part of a grand campaign ruleset that we are working on (30 pages so far), and are not meant to be balanced - rather to be funny! Much to our surprice dark elves actually won both games even though they suffered massive penalties to movement and took heavy damage from treesinging. But again - thats just dark elves (and quite a bit of luck!!!)
Just thought I would share! Anyone else tried something similar with forests?
/Auere
A couple of friends and I are working on some rules for fighting battles entirely within forest. I dont know if there are other discussions on the subject, but I thought I would share our experiences.
We have invented rules for fighting within normal forest and dense forest. We playtested both yesterday (dark elves vs wood elves 1000p), and it actually worked VERY well!
The system is that the entire battlefield is covered by wood that gives movement penalties and limited range of sight. Instead of creating terrain as normal, you create inverted terrain like a glade or lake in the forest, where the line of sight is normal.
Below is examples of normal and dense forest terrain generators (we generate terrain randomly using the below generators and place the terrain randomly using scatter die).
Forest
General area penalties: Area is forest. Flyers cannot fly. Units move at ¾ speed, but can march. Units that ignore penalties for moving through terrain ignore these penalties. Visibility is 10’. Chariots roll D6 at the start of their turn. On 1 they take a S6 hit.
Terrain piece movement penalties replace the general area movement penalties.
General area penalties: Area is forest. Flyers cannot fly. Units move at ¾ speed, but can march. Units that ignore penalties for moving through terrain ignore these penalties. Visibility is 10’. Chariots roll D6 at the start of their turn. On 1 they take a S6 hit.
Terrain piece movement penalties replace the general area movement penalties.
Selecting terrain pieces: 2D6
2: River. Impassable. Width: D3+2. D3 bridges
3: Lake. Impassable. Size: 2D6+4
4: Little lake. Impassable. Size: D6+3
5: Stream. Very difficult terrain. Width: D3. D3-1 bridges.
6-7: Glade. No general area penalties. Units that are looking through the glade will only be able to see into 2’ forest on the other side as normal. Size: 2D6+4
8: Dense forest. General area movement penalty is increased to ½. Visibility is 6’ Chariots take a S6 hit on a roll of 1 or 2. Size: 2D6+4
9: Forest Hill. Size: D6+2
10: Impassable forest. Impassable. Blocks LoS. Size: 2D6+4
11: Boulders. Difficult terrain. Hard cover. Size: D6+1
12: Stonehenge. Hard cover. +1 to dispel rollsfor both players.
2: River. Impassable. Width: D3+2. D3 bridges
3: Lake. Impassable. Size: 2D6+4
4: Little lake. Impassable. Size: D6+3
5: Stream. Very difficult terrain. Width: D3. D3-1 bridges.
6-7: Glade. No general area penalties. Units that are looking through the glade will only be able to see into 2’ forest on the other side as normal. Size: 2D6+4
8: Dense forest. General area movement penalty is increased to ½. Visibility is 6’ Chariots take a S6 hit on a roll of 1 or 2. Size: 2D6+4
9: Forest Hill. Size: D6+2
10: Impassable forest. Impassable. Blocks LoS. Size: 2D6+4
11: Boulders. Difficult terrain. Hard cover. Size: D6+1
12: Stonehenge. Hard cover. +1 to dispel rollsfor both players.
Black Forest
General area penalties: Area is dense forest. Flyers cannot fly. Units move at half speed, but can march. Units that ignore penalties for moving through terrain ignore these penalties. Visibility is 6’. Chariots roll D6 at the start of their turn. On 1 or 2 they take a S6 hit.
Terrain piece movement penalties replace the general area movement penalties.
General area penalties: Area is dense forest. Flyers cannot fly. Units move at half speed, but can march. Units that ignore penalties for moving through terrain ignore these penalties. Visibility is 6’. Chariots roll D6 at the start of their turn. On 1 or 2 they take a S6 hit.
Terrain piece movement penalties replace the general area movement penalties.
Selecting terrain pieces: 2D6
2: Lake. Impassable. Size: 2D6+4
3: Quicksand. Very difficult terrain. Size: D6+1. Units attempting to move through or are partly or wholly within the patch at the start of their turn take D6 S3 hits with no armor save distributed as shooting hits.
4: Little lake. Impassable. Size: D6+3
5: Stream. Very difficult terrain. Width: D3. D3-1 bridges.
6-7: Normal forest. General area movement penalty is reduced to ¾. Visibility is 10’ Chariots only take a S6 hit on a roll of 1. Size: 2D6+4
8-9: Glade. No general area penalties. Units that are looking through the glade will only be able to see into 2’ forest on the other side as normal. Size: 2D6+4
10: Forest Hill. Size: D6+2
11: Boulders. Difficult terrain. Hard cover. Size: D6+1
12: Monolith. Magicians within 6’ get +1 to their casting rolls.
2: Lake. Impassable. Size: 2D6+4
3: Quicksand. Very difficult terrain. Size: D6+1. Units attempting to move through or are partly or wholly within the patch at the start of their turn take D6 S3 hits with no armor save distributed as shooting hits.
4: Little lake. Impassable. Size: D6+3
5: Stream. Very difficult terrain. Width: D3. D3-1 bridges.
6-7: Normal forest. General area movement penalty is reduced to ¾. Visibility is 10’ Chariots only take a S6 hit on a roll of 1. Size: 2D6+4
8-9: Glade. No general area penalties. Units that are looking through the glade will only be able to see into 2’ forest on the other side as normal. Size: 2D6+4
10: Forest Hill. Size: D6+2
11: Boulders. Difficult terrain. Hard cover. Size: D6+1
12: Monolith. Magicians within 6’ get +1 to their casting rolls.
And it actually worked very well! We obviously had some problems with a few of the wood elf special rules and magic items, like moonstone and so on, but we quickly added reasonable rules for these. Like:
- wood elves obviously dont get their "free" forest within a forest
- moonstone transports the unit anywhere but not closer than 10' to enemy units.
- treesinging doenst move forest, but can be used for D6 S5 hits within a range of 18'
- The stupid arcane magic item where every model that enters the same wood as the wearer takes a S5 hit is momentarily just not allowed. We are considering a VERY reduced range like 3'.
These rules are a part of a grand campaign ruleset that we are working on (30 pages so far), and are not meant to be balanced - rather to be funny! Much to our surprice dark elves actually won both games even though they suffered massive penalties to movement and took heavy damage from treesinging. But again - thats just dark elves (and quite a bit of luck!!!)
Just thought I would share! Anyone else tried something similar with forests?
/Auere