The first thing to do is decide where the battle will be fought. Players may roll on the following chart (or freely choose a battlefield if desired) to determine the battlefield type/theme:
| 2D6 | Battlefield |
|---|---|
| 2-3 | Desert |
| 4-8 | Grassy Plain |
| 9-10 | Jungle |
| 11-12 | Snow covered plain |
Once the battlefiled is chosen the next step is to generate the terrain as normal, using the table on page 39 of the WHBB and the rules below.
As an added option to those so inclined, if a player rolls up a Deep River/Lake, or a Shallow River/Stream (a 2-3 roll on the chart) you may instead roll on the "Special Terrain Table" listed below. This table adds some new terrain types and can be expanded by you desire to reflect your own ideas for new terrain features.
Deserts
Woods: All woods are treated as Hills/Dunes (see below) on a D6 roll of 4+. If this still results in a woods, it must be placed no more then 6" from any already placed river/stream, otherwise it is treated as an Oasis (see below).
Lakes: Treat any Lake as an Oasis instead (see below).
Hills: All normal hills are treated as Dunes (see below) instead on a D6 roll of 4+.
Jungles
hmmm...no changes as of yet...still thinking of some new ideas ;)
Grassy Plains
No change to the normal rules.
Snow covered Plains
| 2D6 | Special Terrain |
|---|---|
| # | ??? |
| # | ??? |
| # | ??? |
| # | ??? |
| # | ??? |
| # | ??? |
| # | ??? |
| # | ??? |
Oasis: This is simply a small lake surrounded by woods. Treat the woods part as woods and the lake part as a lake. Players may agree that the lake is difficult to cross (instead of impassable except to swimmers).
Dune: This is a mound of loose sand. It counts as difficult ground to move over and blocks LOS as a normal hill.
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