Terrain

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A detailed description of each type of terrain follows; including terrain movement effects, combat battle restrictions, terrain protection and if the terrain blocks line of sight.
Unlike other Command and Colours games, where terrain reduces the number of battle dice the attacking unit rolls, we have taken a slightly different, more historically tuned approach for the Command and Colours WWI game. In most cases the number of dice rolled by an attacking unit remains constant, even against an enemy unit on a terrain hex. What happens is that a unit on a terrain hex receives protection from the terrain, which will allow the unit to ignore one or more soldier symbols. In addition, some terrain will also allow a unit to ignore flags.
Each terrain hex or token description includes the following information:

  • Movement: Effect on moving onto a terrain hex
  • Combat: Effect of battling from the hex with terrain and when targeting an enemy unit on a terrain hex.
  • Line of Sight: Whether or not the terrain blocks line of sight.

Although not listed under each terrain feature, as a reminder, when a unit battles in close combat, each Deadly Die side rolled will also score a hit.


COUNTRYSIDE

Movement
No movement restrictions

Combat
A unit, that moves onto a countryside hex or that is already on a countryside hex, does not reduce the number of battle dice it rolls.
Targeting a unit on a countryside hex in ranged or close combat, the unit on a countryside hex does not have any protection (may not ignore soldier symbols or flags).
When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the countryside hex.
When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a shell crater hex when determining terrain protection.

Line of Sight
A countryside hex does not block line of sight.


FOREST

Movement
A unit, that enters a forest must stop and may move no further on this turn.

Combat
A unit that moves onto a forest hex may battle, but reduces the number of battle dice rolled by 1 this turn.
A unit that is already on a forest hex does not reduce the number of battle dice it rolls.
Targeting a unit on a forest hex in ranged or close combat, the unit on the forest hex will ignore 1 soldier symbol, but does not ignore any flags.
When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the forest hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a forest for movement and shell crater when determining terrain protection.

Line of Sight
A forest terrain hex blocks line of sight.


BUILDINGS

Movement
A unit that enters a building hex must stop and may move no further on this turn.

Combat
A unit that moves onto a building hex may battle, but reduces the number of battle dice rolled by 1 this turn.
A unit that is already on a building hex does not reduce the number of battle dice it rolls.
Targeting a unit on a building hex in ranged or close combat, the unit on the building hex will ignore 1 soldier symbol and may ignore 1 flag.
When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the building hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a building rubble hex when determining terrain protection.

Line of Sight
A building hex blocks line of sight.


HILL

Movement
No movement restrictions.

Combat
A unit that moves onto a hill hex or that is already on a hill, does not reduce the number of battle dice it rolls.
Targeting a unit on a hill hex in ranged combat, the unit on the hill hex will ignore 1 soldier symbol, but does not ignore any flags.
Targeting a unit on a hill hex in close combat and the attack is up hill, the unit on the hill hex will ignore 1 soldier symbol, but does not ignore any flags.
Targeting a unit on a hill hex in close combat from an adjacent hill hex, the unit on the hill hex will not ignore any soldier symbols and does not ignore any flags.
When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the hill hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a shell crater hex when determining terrain protection.

Line of Sight
A hill hex blocks line of sight to units behind a hill hex.
A unit on a lower level has line of sight up onto the first hill hex and vice versa.
A unit on a lower level does not have line of sight up through one hill hex onto a second hill hex behind the first and vice versa (i.e. a unit at a lower level is not able to see, or be seen, if at least one other hill hex is in between the two units).
Line of sight is not blocked between units on the same hill looking across adjacent, continuous, connected hill hexes. The units are considered to be on a plateau.
Line of sight is not blocked between units on hill hexes separated by one or more intervening hexes of lower elevation unless those hexes contain a unit or terrain that blocks line of sight.


BUILDING RUBBLE

Movement
A unit that enters building rubble must stop and may move no further on this turn.

Combat
A unit that moves onto a building rubble hex or that is already on a building rubble hex does not reduce the number of battle dice it rolls.
Targeting a unit on a building rubble hex in ranged or close combat, the unit on the rubble hex will ignore 1 soldier symbol, and may ignore 1 flag.
When reserve artillery targeting dice have 3 or more dice On Target, do not place a shell crater token on the building rubble hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is still considered a building rubble hex when determining terrain protection.

Line of Sight
A building rubble hex blocks line of sight.


TRENCH

  

Movement
No movement restrictions.

Combat
A unit that moves onto a trench or that is already on a trench hex does not reduce the number of battle dice it rolls.
Targeting a unit on a trench hex in ranged combat, the unit on a trench hex will ignore 2 soldier symbols, and may ignore 2 flags.
Targeting a unit on a trench hex in close combat, the unit on a trench hex will ignore 1 soldier symbol, and may ignore 1 flag.
When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the trench hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a shell crater hex when determining terrain protection.

Line of Sight
A trench hex does not block line of sight.
A unit, however, when on a trench hex will block line of sight.


SHELL CRATER

Movement
No movement restrictions.

Combat
A unit that moves onto a hex with a shell crater or that is already on a hex with a shell crater does not reduce the number of battle dice it rolls.
Targeting a unit on a hex with a shell crater in ranged or close combat, the unit on the shell crater hex will ignore 1 soldier symbol, and may ignore 1 flag.
When reserve artillery targeting dice have 3 or more dice On Target, do not place a shell crater token on the hex that already has a shell crater token. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is still considered a shell crater when determining terrain protection.

Line of Sight
A hex with a shell crater token does not block line of sight.
A unit, however, on a hex with a shell crater token will block line of sight.


MINE CRATER

Movement
A unit that enters a mine crater hex must stop and may move no further on this turn.
A unit that moves out from a mine crater hex must stop on the adjacent hex and move no further on this turn.

Combat
A unit that moves onto a hex with a mine crater or that is already on a hex with a mine crater does not reduce the number of battle dice it rolls.
Targeting a unit on a hex with a mine crater in ranged or close combat, the unit on the mine crater hex will ignore 1 soldier symbol, and may ignore 1 flag.
When reserve artillery targeting dice have 3 or more dice On Target, do not place a shell crater token on the mine crater hex. When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is still considered a mine crater when determining terrain protection.

Line of Sight
A hex with a mine crater token does not block line of sight.
A unit, however, on a hex with a mine crater token will block line of sight.


WIRE

Movement
A unit that enters a hex with a wire token must stop and may move no further on that turn.

Combat
An infantry unit that is on a hex with a wire token may remove the wire token instead of battling.
A soldier unit that is on a hex with a wire token may battle, but reduces the number of battle dice rolled by 1.
Targeting a unit on a wire token in ranged or close combat, the unit on a wire token does not have any protection (may not ignore soldier symbols or flags).
When a reserve artillery combat rolls a burst on a hex with a wire token, the wire token is removed from the hex, but no shell crater is created in this case.
When a mortar unit combat rolls a burst on a hex with a wire token, the wire token is removed from the hex.
When reserve artillery targeting dice have 3 or more dice On Target, flip the wire token over to the shell crater side of the token. When the battle dice are rolled for this hex on this combat, all terrain protection is ignored and all dice symbols rolled
will count. The hex, after this combat, is considered a shell crater hex when determining terrain protection.

Line of Sight
A hex with a wire terrain token does not block line of sight.

 

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