WFB: Time to Play Part 8 -Terrain Tactics
The dance of war has always been fraught with dangers, including terrain. It’s time to talk about Fantasy tactics involving terrain and finding a way to lose that fear or hatred of terrain that we have.
I mentioned in Part 3 how I think fantasy players are a bit afraid to use terrain as a tactic and instead skirt around it unlike 40k players who plunge into the terrain and sometimes even rely on it for tactical reasons. Sometimes, though it seems it is more of a hatred for it than a fear of it. There has to be an answer to why Fantasy players would rather avoid plunging through the forest or bunker in a building.
Terrain can be an incredible tactical tool.
The Cause of the Fear/Hatred
I started playing in 7th Edition and I remember having a much easier time with terrain rules, they seemed to all be very well defined and you knew what each type of terrain did. With 8th Edition that changed.
In 8th Edition we gained “Mysterious Terrain” and instead of approximately 2-3 pages of terrain rules we now have 15 pages. With these 15 pages terrain became:
- less cut and dry with more rules to remember or have to refer to
- less predictable
- more challenging to build into a solid tactic every time
- “almost useless” in the minds of some
- a living part of the game
It’s a Choice
There is no rule in that requires you to use mysterious terrain rules and there is no rule that says you even have to use basic rules for terrain. It is a menu you can choose from, or not as you decide. Except in the cases of tournaments you and your opponent can agree to use terrain however you see fit. Just make sure you discuss it before you start because its not the best to plan your strategy thinking terrain is one way only to find out your opponent has been considering it another.
It is a choice but to make the choice you should consider the facts because while a moving blood forest can cause havoc on a carefully thought out plan I have this theory that dealing with the random things is part of what makes a good general.
Using Terrain
Impassable Terrain
The things to remember about Impassable Terrain:
- Units can flee through it and must complete a dangerous terrain test to do so (your pursuer does not go through it, they go around it by the shortest path)
- units cannot voluntarily enter it, they must go around it (except when fleeing)
- there are a few magic items/banners out there that can throw a wrench in your plans by ignoring terrain effects (Brettonnians Twilight Banner, though one use only has come in handy a few times)
- it does not stop you from being shot at using indirect methods
Suggestions for using Impassable Terrain:
- Use it to hide behind – artillery can still shoot indirectly from behind it and, yes, that means enemy artillery can still shoot indirectly at you there but less likely to be very accurate that way.
- You can’t be charged through it
- if it happens to be in your deployment zone you can limit your opponent’s ease of access to you with it
- use it to funnel your opponent so they can’t hit all sides of you
Hills
There are a couple multi-tier hills on this table |
The things to remember about Hills:
- most common type of Hill is just that, a hill and does not have any mysterious rules
- only three (3) types of “mysterious hills”: Anvil of Vaul, Scree Slope, Temple of Skulls
- to move on them they are considered open ground
- can have actual line of sight to models that you wouldn’t if you were standing on flat ground
- if you charge down a hill at another until you get +1 Combat Resolution
- they can be a variety of heights and sizes and made up of various materials
- it is possible to have Impassable sections of a hill
Suggestions for using Hills:
- Use it to hide behind – most hills are built so they are taller than an infantry models, that means no direct line of sight from casters on foot and artillery has to fire indirectly
- stand artillery on top of it to get a line of sight advantage
- place units on top of it, lure enemies close and charge down into them to get the Combat bonus
- Anvil of Vaul gives Magic & Flaming Attacks huge benefit against Regeneration & Flammable units if you can draw them close enough that you can use it to your advantage
- Scree Slopes are Dangerous Terrain for anything other than walking normally, you could use this as a deterrent for enemies to charge you
- Temple of Skulls has the ability to increase your stat line or kill you outright. (I am envisioning my Lord with Heroic Killing Blow getting an additional bonus here and then and buffed by Savage Beast of Horrors or Wildform or any other stat adjusting spell just annihilating my opponent or at least putting me on par with a Daemon Prince that I charged that turn)
Forests
The things to remember about Forests:
- Cavalry, Monstrous Cavalry, or Chariots that do anything other than walk through a forest have to take Dangerous Terrain tests
- anything with the Flyer rule has to take a Dangerous Terrain test if it starts or ends its phase in a forest
- Units within or behind a forest count as having soft cover (-1 shooting modifier)
- units in the forest are never Steadfast (unless they are Stubborn)
- Skirmish and lone infantry characters are always Stubborn
Suggestions for using Forests:
- Hide in them or behind them, take advantage of the shooting modifier!!!!
- position yourself so that your enemy has to charge through the forest: make them take the dangerous terrain tests if they are those unit types
- Roll for the different type of Mysterious Forests, they can help you
Rivers
Things to remember about Rivers:
- you cannot march through a river
- you cannot be Steadfast (unless they are Stubborn)
- you cannot claim ranks
- Marshes and Swamps are different from Rivers
Suggestions for using Rivers:
- if you’re playing against a Skaven army having them caught in battle where they are in a river is a huge benefit since they cannot claim ranks
- if you’re playing anything infantry heavy with multiple ranks the loss of steadfast if they are stuck in the water can win you a combat (and a game).
Marshland
Things to remember about Marshland:
- it is Dangerous Terrain for all units other than those with Skirmish rule
- Cavalry, Monstrous Cavalry and chariots fail Dangerous Terrain on a 1 or 2
Suggestions for using Marshland:
- Sucker your opponent into following you or fleeing into and see if they survive:
- Earthblood Mere – gives Regeneration
- Khemrian Quicksand – some models that fail a Dangerous Terrain test are removed as a casualty with no saves of any kind
- Mist-wreathed Swamp – units must pass Initiative test or D6 models die
Obstacles
Things to remember about Obstacles:
- Dangerous Terrain test must be taken by any cavalry, monstrous cavalry or chariot models that do anything other than walk over them
- they offer cover against shooting attacks
- if you are a unit that has been charged and is touching an obstacle it provides defensive bonuses depending on type of obstacles
Suggestions for using Obstacles:
- Bunker behind an obstacle and make your opponent come to you. This is excellent no matter what kind of obstacle it is, though bulwarks and walls are hard cover and therefore a better bonus
- if you can get cavalry to follow you over the obstacles they have to do Dangerous Terrain
Mystical Monuments
Things to remember about Mystical Monuments
- Each kind does something different, but they all (but one) have a range of within 3-6″
- the bonus/penalty is much like a magic banner or arcane item carried by Wizards
Suggestions for using Mystical Monuments
- If you’re Undead get up to that Charnel Pit
- consider your army, your items and your builds and consider those of your opponents, if the monument can be helpful to you then use it.
Buildings
Things to remember about Buildings
- some can be impassable
- very large buildings can be broken in sections and counted as several buildings
- you can enter and exit buildings during the movement phase only
- you cannot march and enter a building
- Cavalry of any kind cannot enter buildings
- only one unit can be in a building at a time
- characters can join units that are garrisoned
- a unit that is cannot charge if it is in a building but must exit a building as close as possible to the enemy instead
- template weapons do D6 models worth of damage
- Wizards cast spells as normal
- Shooting: given 360 degree line of sight, 5 shooters per floor of the building can shoot (in the picture here I would say that is a 4 or 5 floor building so 20-25 shooters)
- You can still shoot at a unit in a building they gain Hard Cover
- only one unit can assault a building each phase
- unit in the building can only Hold or Stand and Shoot
- If you assault a building and don’t break the unit garrisoning it your combat ends, you are pushed an 1″ back from the building
Suggestions for Using Buildings
- Use them
I played against my 7 year old son tonight, he plays Skaven and has only played about 9 games at all of Warhammer. The first thing he did when we were getting ready to deploy (this was without any instruction from me at all) was to measure the distance between two buildings that were within his deployment zone. He deployed a unit of clanrats in each, one with his Warplock Engineer and one with his Warlord. It was a brilliant tactic. My halberdiers got torn apart by his Warp Lightning before I could get close enough to assault the building. It was horribly embarrassing to be beaten by my 7 year old outplaying me like that but I was a proud momma to see him use the terrain so well. I would love to suggest that more people take a page out of his book.