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DiskWars Advanced Issues 4: Terrain
From the Legions Rulebook:
Terrain and Movement
Note that a Disk does not have to be "touching" a Terrain to be
considered "in" it. Rather, if any portion of the Disk is within the
perimeter of the Terrain, it is considered to be "in" that Terrain.
When a Disk first crosses this perimeter, it is said to be moving
"into" the Terrain. Terrain is considered to be part of the playing
surface, and not a separate Disk "layer".
Using Terrain in Play
Terrain Disks can be used many different ways in playing
DISKWARS. Some scenarios call for certain types of Terrain.
Others require a certain number of Terrain Disks. (See the scenarios at the end of these rules for examples.)
Regardless of which scenario is being played, the players may
wish to use the following guidelines for using Terrain in play:
1) At the same time that the players determine the size of each
Army, they also decide how many Terrain Disks each player can
bring into play.
2) After the Initial Setup, a player is chosen randomly to lay down one Terrain Disk. Proceeding clockwise, each player lays down one Terrain Disk apiece. Terrain Disks may be placed anywhere in the playing area except within 6" of another Land Disk, staging area or the table edge. Exception: A Terrain Disk may be placed within 6" of another Terrain Disk of the same type. A Forest Terrain, for example, could be placed within 6" of another Forest, but not a Lake Terrain.
3) Placement continues until all players have laid down all their
Terrain Disks.
Example: Barry, Cooper and Jason are going to play DISKWARS
using Terrain. They decide to each make 100-point Armies and
that each of them will have three Terrain Disks. Cooper is the first player, so he lays down a Ruins Terrain Disk 12" away from his staging area. Now it is Jason?s turn to lay down a Terrain; he puts a Forest Disk between his staging area and Cooper's. Finally, Barry lays down his first Terrain, a Scarred Valley, which he places in the middle of the table, far away from all other Land
Disks. Each player has placed one of his three Terrain Disks.
Starting with Cooper, they continue to place one Terrain per turn until all Terrain Disks have been placed.
Terrain and Missile Fire
Some Disks are "Barriers" to Missile fire. If a Barrier Disk is
between an Archer Disk and its target so that a straight line cannot be drawn between the two without intersecting the Barrier, then that Archer Disk may not fire on that target. In other words, if a Barrier prevents an Archer Disk from having a "line of sight" to its target, the Archer Disk may not fire.
If either the Archer Disk or its target are in or touching the Barrier Disk, the Barrier does not prevent Missile fire.
Players must declare their targets before checking to see if the target is behind a Barrier Disk. Note that while most Barriers are
Terrain Disks, Creature Disks and other Disks may also be
Barriers.
Terrain and Staging Areas
Land Disks are usually used as "staging areas" for scenarios.
Unless the scenario specifies otherwise, Land Disks used as staging areas are not used as Terrain Disks and have no Terrain effects.
Terrain and Other Land Disks
The only difference between Terrain Disks provided in MOON
OVER THELGRIM and the Land Disks provided in the basic
DISKWARS Army Sets is how the Disks are used in play. Players
are welcome to assign the attributes of any Terrain to any of the
basic Land Disks.
The DW Terrains
Cavern - Flying Disks may never Activate to move into a Cavern Terrain. Disks in a Cavern Terrain may not be Ambushed. The Swashbuckler Skill is negated for all Disks in a Cavern Terrain. Disks in a Cavern Terrain may not be the targets of Archers that are not in the same Cavern Terrain.
Chasm - Non-Flying Disks in a Chasm Terrain during the Remove Counters Segment are instantly destroyed.
Desert - Disks with Movement Values of 3 or less or Toughness Values of 3 or less must stop their movement when moving into a Desert Terrain.
Forest - The dense forests of the realm pro-vide some safety to those passing through,
but at a price. Non-Flying Disks must stop their movement when moving into a Forest Terrain. Non-Flying Disks begin-ning their movement in a Forest have their Movement Values reduced to 1. All Disks in a Forest are immune to damage from all Missiles. A Forest is a Barrier to Missile fire.
Lake - Not even the cleverest generals have
found an efficient method of marching their troops across a large body of water; it is far safer to simply go around. Lake Terrain is an impenetrable obstacle to non-Flying Disks. Non-Flying Disks may never Activate to move into a Lake Terrain. Flying Disks may Activate to move through a Lake, but may never end their movement in it. Neither Flying nor non-Flying
Disks may be moved into a Lake by Spells or other Disks' skills, attributes or Special Abilities.
Mountain - Mountains have long been a natural barrier against ancestral enemies, and remain an effective (if temporary) deterrent to invasion. Disks must stop their movement when moving into a Mountain Terrain. Non-Flying Disks beginning their movement in a Mountain may not move further in or into a Mountain. Non-Flying Disks may not Activate to Attack Flying Disks that are in a Mountain. Disks in a Mountain cannot be caused to move by Spells, or by other Disks' skills, attributes or Special Abilities. A Mountain is a Barrier to Missile fire.
R'Karg Nest - In scenarios that call for players to bring Terrain Disks into play (such as "Ring of Fire"), each player can bring no more than one R'Karg Nest Terrain into play. Non-Flying Spellcasters that are in a R'Karg Nest Terrain at any time are instantly destroyed. During the Remove Counters Segment, each player may give an Instant Blow (3) to one Disk in, or within 3" of, each R'Karg Nest Terrain Disk in play.
Ruins - Years of open warfare have left the
landscape littered with the ruins of ancient towers and crumbling fortresses, each captured and re-captured as the factions battle for dominion. Archer Disks that are in a Ruins Terrain may add 6" to their ranges. All Disks in a Ruins Terrain receive a +2 bonus to their Defense Values. A Ruins Terrain is a Barrier to Missile fire.
Scarred Valley - The aftermath of battle is not always physical; sometimes the very
essence of a region can be devastated by the terrible magic wielded there. Disks in, or within 6" of, a Scarred Valley Terrain are immune to Spells. They may not be targets of Spells, nor may they Activate to cast Spells. This Terrain does not cancel the effects of Spells that pass through it (e.g., Fireballs), as long as those Spells do not stop in the Scarred Valley or within 6" of it.
Swamp - Non-Flying Disks must stop their movement when moving into a Swamp Terrain. Non-Flying Disks beginning their movment in a Swamp have their Movement Values reduced to 1.
Village - Disks attacking Disks that are in a Village Terrain receive -2 to their Attack Values. Archers targetting Disks that are in a Village Terrain fire -1 Missile.
Good Temple - Oases of purity and tranquil-lity,
the vicinities surrounding certain tem-ples are sacred ground. Good Disks receive a +1 bonus to their Attack, Defense and Toughness Values when they are in a Good Temple Terrain. Evil Disks suffer a -1 penalty to their Attack, Defense and Toughness Values when they are in a Good Temple Terrain. Neutral Disks in a Good Temple are not affected.
Note that there is there is one Temple Terrain in MOON OVER THELGRIM. Before using it in a scenario, players must decide
whether the Temple is Good or Evil.
Evil Temple - There are places of darkness so complete, entire regions are corrupted by their baneful taint. Evil Disks receive a +1 bonus to their Attack, Defense and Toughness Values when they are in an Evil Temple Terrain. Good Disks suffer a -1 penalty to their Attack, Defense and Toughness Values when they are in an Evil Temple Terrain. Neutral Disks in an Evil Temple are not affected. Note that there is there is one Temple Terrain in MOON OVER THELGRIM. Before using it in a scenario, players must decide whether the Temple is Good or Evil.
Mojo's Comments
Terrain is the most underused set of rules in the DiskWars universe. There are many reasons for this: the terrain is published as a flat, slick disk which is hard to move across while flipping units; the placement rules don't prevent anyone from placing the best/worst terrains on their/their opponents side of the board; some of the terrain benefits are so useful that they are “no-brainers”, while some are so neutral/unbeneficial that they would rarely be chosen. Yet terrains are very useful in presenting movement obstacles and in increasing/decreasing the inherent benefits of archers and flyers.
A few examples: Mountains, Swamps, Lakes and Forest are quite effective in containing armies that rely on slow, heavy groundpounders. Placing terrain in their way can mitigate many of the complaints about Dwarf effectiveness.
Flyers can move over, or gain benefits from, Mountains, Swamps, Lakes, Forest and Chasm.
Control Spell + Chasm will destroy any non-flying disk.
Caverns, Forest and Villages help protect from missile fire, while Forest, Ruins and Mountains are barriers.
Don Lynch developed a random terrain generation system. It divides the playing field into 12”squares and assigns terrain based on a pre-determined dominant type. The system is featured at: http://www.diskwars.com/dwterrain.html
If you like your terrain pre-generated, this utility will do it for you!
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