A detailed description of each terrain type follows, including terrain movement effects, combat restrictions and whether the terrain will block line of sight. This list covers both the terrain printed on the map board and the terrain hex pieces that are placed on top of the board at the beginning of the battle.

Each terrain hex description includes the following statistics:
•    Movement: Any effect on moving into a hex of this terrain type is detailed here. Retreat moves are not subject to stated terrain movement restrictions.
•    Combat: Any effect on a combat involving a unit in this type of terrain feature is detailed here. Terrain battle limitations impose a cap on the default number of battle dice a unit attacking into or from this terrain type will roll by default. Usually, the rougher the terrain, the lower the limit. For example, units with a square symbol on their standard, weighed down by their superior armament, usually suffer the worst in difficult terrain, while units with a circle symbol on their standard fare comparatively better. This limit on the number of dice rolled, when present, only applies to the base number of dice rolled by that particular unit type. Dice bonuses gained from Command cards, Dragon cards or leader inspired are not subject to this limit and will still add to the combat dice, so that the actual number of dice rolled by a unit in difficult terrain may still exceed the maximum for that terrain type.
•    Line of Sight: Whether or not the terrain blocks line of sight is detailed here.

 

COUNTRYSIDE TERRAIN

Countryside Terrain is the default terrain type of all the hexes on the board. This open ground terrain type has no movement, battle or line of sight restrictions.


FOREST TERRAIN

Movement
A unit or leader that enters a forest terrain hex must stop and may move no further on that turn.
Combat
•    A unit that moves onto a forest terrain hex, may still battle that turn.
•    A unit on a forest terrain hex, battles with a maximum of 2 dice.
•    A unit attacking an enemy unit on a forest terrain hex battles with a maximum of 2 dice.
•    A unit attacking an enemy unit on a forest terrain hex with ranged combat, battles with a maximum of 1 die.
Line of Sight
A forest terrain hex blocks line of sight.


HILL

Movement
No movement restrictions.
Combat
•    A unit on a hill terrain hex, battles with a maximum of 3 dice.
•    A unit not on a hill terrain hex attacking an enemy unit on a hill terrain hex, battles with a maximum of 2 dice.
Line of Sight
A hill terrain hex blocks line of sight, except from adjacent hill terrain of the same height.
Plastic Hill - Hill terrain tiles may be placed on top of the plastic hills to give a battlefield additional dimension.


RIVER

Movement
Rivers are impassable terrain except at fords and bridges.
Combat
No battle.
Line of Sight
A river hex does not block line of sight.


FORD & FORDABLE STREAM

Movement
A unit or leader entering a fordable waterway must stop. Gaining ground remains possible.
Combat
•    A unit that moves onto a ford terrain hex, may still battle that turn.
•    A unit on a ford hex, battles with a maximum of 2 dice.
•    A unit on a ford hex, battles with a maximum of 1 die in ranged combat.
•    A unit attacking an enemy unit on a ford hex battles with a maximum of 2 dice.
Line of Sight
A ford hex does not block line of sight.

Fordable Stream - When the battle notes state an entire stream is fordable, apply rules for fords to all hexes that form the stream. In addition, any ford hexes that are a part of the fordable steam are considered very shallow and do not have any battle or movement restrictions.


BRIDGE

Movement
No movement restrictions.
Combat
No battle restrictions
A unit on a bridge hex, may ignore 1 flag.
Line of Sight
A bridge hex does not block line of sight.


BUILDING

Movement
A unit or leader that enters a building hex must stop and may move no further on that turn.
Combat
•    A unit entering a building hex may not battle that turn.
•    An infantry unit on a building hex battles in close combat with a maximum of 2 dice.
•    An infantry unit on a building hex battles with a maximum of 1 die in ranged combat.
•    A cavalry unit on a building hex battles with a maximum of 1 die.
•    A unit attacking an enemy unit on a building hex battles in close combat with a maximum of 2 dice.
•    A unit attacking an enemy unit on a building hex battles in ranged combat with a maximum of 1 die.
•    A leader may not impact a unit’s close combat by inspiring the unit when the unit is on a building hex.
•    A unit on a building hex may ignore 1 flag.
Line of Sight
A building hex blocks line of sight.


FIELD TERRAIN

Movement
A unit or leader that enters a field terrain hex must stop and may move no further on that turn.
Combat
•    A unit that moves onto a field terrain hex may still battle that turn.
•    A cavalry unit on a field terrain hex battles with a maximum of 2 dice.
•    A cavalry unit attacking an enemy unit on a field terrain hex battles with a maximum of 2 dice.
Line of Sight
A field terrain hex does not block line of sight.


RAVINE

Movement
A unit or leader that enters a ravine hex must stop and may move no further on that turn.
Combat
•    A unit entering a ravine hex may not battle that turn.
•    A unit on a ravine hex battles in close combat with a maximum of 1 die.
•    An unit on a ravine hex battles with a maximum of 1 die in ranged combat.
•    An infantry unit attacking an enemy unit on a ravine hex battles in close combat with a maximum of 2 dice.
•    A cavalry unit attacking an enemy unit on a ravine hex battles in close combat with a maximum of 1 die.
•    A unit attacking an enemy unit on a ravine hex battles in ranged combat with a maximum of 1 die.
Line of Sight
A ravine hex does not block line of sight. Note, a unit on a ravine hex, would block line of sight.


COMMAND TENT

Movement
A command tent is normally only placed onto the battlefield along with the army Commander’s unit. Because it always occupied by the Commander’s unit, the command tent is considered impassable.
Combat
No combat restrictions.
Line of Sight
A command tent hex blocks line of sight.

Special - When an enemy’s command tent hex is not occupied, the camp hex is removed from the battlefield and placed on your Samurai Victory Record card. A command tent is worth three victory banners. When an opponent’s command tent is captured, one opponent’s Command card is also selected at random and is discarded.

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