Terrain

In Epic Armageddon, certain types of terrain have become much more common than others, simply because some terrain types tend to favor certain types of armies over others. For this reason we have created a revised Terrain Effects table where we also introduced a few new terrain effects. We hope this will contribute to more varied game tables while keeping the balance of the armies intact.

True line of sight vs. infinite height

Epic Armageddon rules as written assumes you play with "true line of sight", meaning if the Warlord model is taller than the wood, you can see it from the other side. The leads to various odd scenarios (such as people modelling their Warhounds kneeling, to be able to hide behind low terrain) and discussions. We strongly recommend you play all terrain as "infinitely high". This also includes War Engines, as they also block Line of Sight.

No ground unit can see directly through a piece of terrain – unless they are in it. Popped up skimmers can see over terrain, but can only see units that are further away from the edge of the terrain piece than they are. Same rule as for popped up skimmers also apply for units on hills. Aircrafts can always see over all terrain.

Terrain Effects

We have revised a few of the terrain effects from the NetEA rules. Terrain effects not mentioned here are identical to the NetEA rules.

Difficult terrain: In addition to the standard Dangerous terrain we have introduced Difficult terrain. Roll a D6 when you enter difficult terrain, or when you start to move if already in difficult terrain. On a roll of 1 you roll a second die. On a roll of 1-3 on the second die, the unit takes a hit with no save allowed, but the formation it is part of does not receive a Blast marker. Units may choose to move through difficult terrain cautiously. Such a unit counts as having a speed of 5cm, but does not have to roll any Difficult Terrain test. Units with the Walker special rule may move through Difficult terrain without rolling Difficult terrain tests.

Open Ground: In the Core rules it is mentioned as a terrain effect on open ground that Infantry count as being in cover (-1 to hit modifier) and receive a 5+ cover save if they are on Overwatch in Open Ground. We suggest you extend this rule to all terrain types. I.e. an Infantry unit on Overwatch in Scrubs (6+ cover save) would still get 5+ cover save from being on Overwatch.

Hills: As previously mentioned, units on a hill counts as popped up skimmers for the purpose of Line of Sight (see the top section of this page). Hills may optionally have one or more steep hillsides, which are impassable to all unit types (make sure to cover this during the five minute warm up).

Roads: Units that spend a whole move on a road may add 5cms to their move (does not apply to non-standard movement such as counter charges or consolidation movement). In addition, if all units in the formation are on a road at the start of their action, you may declare they will make a road move. If the formation selects an Advance, Double or March action they get +1 to the activation roll. However, all the units in the formation must remain on the road during the entire action.

Armoured Vehicles: Infantry units counts as being in cover and receive the -1 to hit modifier (but no cover save) if they are touching a friendly Armoured Vehicle or War Engine, to represent their ability to take cover from enemy fire by crouching behind the vehicle. There can be no more than two units for each Armoured Vehicle, four for each H-AV, or two for each DC that a War Engine has.

Hull Down: All terrain that blocks Line of Sight can give Hull Down to units that are inside such terrain, or that is even partially obscured behind it, to all units in the firing formation.

Terrain Type INF AV War Engines Blocks Line of Sight
Large Building 4+ Cover Save Impassable Impassable Yes
Urban Area 5+ Cover Save Difficult Difficult Yes
Ruins, Rubble 4+ Cover Save Dangerous Dangerous Yes
Craters 4+ Cover Save Dangerous Dangerous No
Jungle 4+ Cover Save, Difficult Dangerous Dangerous Yes
Woods 5+ Cover Save Dangerous Dangerous Yes
Marsh 5+ Cover Save Dangerous Dangerous No
Scrub 6+ Cover Save Difficult Difficult Yes
Field 6+ Cover Save No Effect No Effect No
Stream, Shallow River 6+ Cover Save, Difficult Difficult No Effect No
Open Ground No Effect No Effect No Effect No
Road (See special rules) No Effect No Effect No Effect No
Hill (See special rules) No Effect No Effect No Effect Yes
Mountain Impassable Impassable Impassable Yes
Lake / Lava Field Impassable Impassable Impassable No