New Terrain (Exp#1)

Terrain tiles are placed on the battlefield when setting up a scenario and will remain in place and in effect for the entire game unless a scenario specifies removal.
Note - On the terrain summary card, the letters “NB” indicates that there is No Battle.

Church

Movement: A unit or leader that enters a church hex must stop and may move no further on that turn.
Battle:
Turn Unit Moves onto Church:
• An infantry unit may battle at -1 die the turn it moves onto a church hex.
• A cavalry or artillery unit may not battle the turn it moves onto a church hex.
Church Protection:
• Unit on church hex ignores 1 unit symbol hit from ranged and melee combat.
• Unit on church hex ignores 1 flag, except from artillery combat.
Targeting Enemy on Church:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit reduces the number of battle dice rolled in melee by 2.
• An artillery unit does not reduce the number of battle dice rolled.
Battling from a Church hex:
• An infantry unit does not reduce the number of battle dice rolled.
• A cavalry unit reduces the number of battle dice rolled in melee by 2.
Cavalry melee from a church hex to adjacent building hex, only apply the battling out dice reduction.
• An artillery unit reduces the number of battle dice it will roll by 1.
Line of Sight: A church hex blocks line of sight.

Road - Clarification

Movement:
• A unit that starts on a road hex, moves along on road hexes and ends its movement on a road hex, will increase a unit’s ordered movement up to 2 hexes.
• A road running to and from a bridge, the bridge hex is considered part of the road.
Battle: A unit that uses road movement may not battle this turn.
Road Protection: No battle modifiers.
Targeting Enemy on Road: No battle reductions.
Battling from Road: No battle reductions.
Line of Sight: A road hex does not blocks line of sight.

Hill with a Camp

Movement: A unit or leader that enters a camp hex on a hill must stop and may move no further on that turn.
Battle:
Turn Unit Moves onto a Hill with a Camp: No battle modifiers.
Hill with a Camp Protection:
• A unit on a hill with a camp hex, ignores 1 flag when being attacked from a lower level, except from artillery combat.
• A unit on a hill with a camp hex, ignores 1 flag when being attacked from a hill hex in a different group of hill hexes, except from artillery combat.
Targeting Enemy on a Hill with a Camp:
• An infantry, cavalry or artillery unit does not reduce the number of battle dice rolled.
Battling from a Hill with a Camp:
• An infantry, cavalry or artillery unit does not reduce the number of battle dice rolled.
• An artillery unit on a hill with a camp hex, may fire over a friendly unit or leader that is on an adjacent lower hex as long as that hex has no other terrain feature that would block the artillery unit’s line of sight.
Line of Sight:
• A camp on a hill, the camp itself does not block line of sight.
• A hill with a camp blocks line of sight to units behind the hill hex.
• A unit on a lower level has line of sight onto the first hill hex and vice versa.
• A unit on a lower level does not have line of sight through one hill hex onto a second hill hex with a unit 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 connected hill hexes. The camp on the hill, in this case does not block line of sight. The units are considered to be on a plateau.

 

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