Movement A unit or leader that enters a Walled Farm hex must stop and may move no further on that turn. An infantry unit may not form square on a Walled Farm hex.
Battle

A unit may not battle the turn it moves onto a Walled Farm hex.

When targeting an enemy unit or leader that is on a Walled Farm hex:
• An infantry unit reduces the number of battle dice rolled by 2.
• A cavalry unit reduces the number of battle dice rolled by 3.

A cavalry unit ordered by a ‘Cavalry Charge’ Command card battling onto a Walled Farm hex will not receive additional battle dice as noted on the Charge card.
• An artillery unit reduces the number of battle dice rolled by 1.

When battling out of a Walled Farm hex:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit on a Walled Farm hex battling out reduces the number of battle dice rolled by 3. A cavalry unit ordered by a Cavalry Charge  Command card battling out of a Walled Farm hex will not receive additional battle dice as noted on the Charge card.
• An artillery unit on a Walled Farm hex battling out will reduce the number of battle dice it will roll by 1.

Line of Sight Blocked

A Walled Farm has all the characteristics and effects as a town terrain tile hex.

In addition, a unit on a Walled Farm hex may ignore one flag.

Note:
A Walled Farm terrain tile hex effect has been updated to allow a unit on a Walled Farm hex to ignore one flag. It is suggested that players replace Hougomont and La Haye Sainte town tiles, in the Waterloo scenario, with Walled Farm tiles and use the updated effect.

Note:
In scenarios when the victory conditions require counting town hexes for victory, terrain hexes such as castle, church, tower, windmill and walled farm hexes are also considered town hexes.

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