The War Game Manual 3rd Advanced

Cheatsheet: Unit, terrain and landscape tables

UnitsTypeMovRngCannot traversePoint costAmmo
Rifleman
Direct
Foot31Can traverse all299
Tank
Direct
Track62Heights, Rivers85
Transport
Variable
Wheel6-Heights, Rivers6-
Mortar
Battery
Foot33Can traverse all43
Artillery
Battery
Track35Heights, Rivers, Buildings101

TerrainDescriptionMovRngDodge
Flat groundDefault terrainFoot: 1
Track: 1
Wheel: 2
--
PathGround especially for traversingFoot: 1
Track: 1
Wheel: 1
-+1
One-step hillHigh groundFoot: 2
Track: 4
Wheel: 4
+1-1
Multi-step hillIncrementally higher groundFoot: 2
Track: —
Wheel: —
+2-2
ForestA planted-up areaFoot: 1
Track: 2
Wheel: 3
--2
RiverShallow waterFoot: 2
Track: 5
Wheel: 5
-+1

LandscapeDescriptionDodge
DepressionsIncludes trenches, craters and tank scrapes.
Any area of terrain pronouncedly lower than flat ground. A unit must be inside this to take cover.
-1
One-step hillsOne-step hills make it hard to aim Battery units properly and allow a Tank to "hull-down", concealing its hull while still allowing its turret to fire. However, one-step hills provide no cover to non-Tank units if they come under Direct attack. A unit must be directly behind this to take cover.-1 from Battery attack

-1 if covered unit is a Tank

BuildingAny enterable civilian or undefinable building, including ruins. Only Foot units are allowed inside buildings. A unit must be inside to take cover.-1
FortificationAny enterable military building. Only Foot units are allowed inside fortifications. A unit must be inside to take cover.Flip a coin:
Heads -1
Tails -2
BarriersIncludes the sides of buildings and fortifications, carcasses of wrecked vehicles and also the rears of Tanks.
Any solid material standing between a unit and a projectile. A unit must be directly behind this to take cover.
Flip a coin:
Heads -1
Tails -0


Previous | Contents | The end



www.desiquintans.com/wargame