Tabletop terrain is instrumental to the course of the game. Its general conformation, as well as the presence of additional, specific terrain features, is never simply decorative, but involves precise restrictions on movement, fire, and melée.
Every terrain feature on the tabletop not only makes the game more aesthetically pleasing, but also contributes significantly to making it more interesting and compelling.
In general, the gaming table is divided into well-defined, clearly recognizable areas or zones, corresponding to one of the following terrain types:
- Normal terrain;
- Rough terrain;
- Water meadows;
- Woods and forests.
- Rivers, canals, ponds and lakes.
Normal terrain
Normal terrain consists of flat, dry soil, such as:
- Meadows;
- Sown fields;
- Dirt or paved courtyards;
- Roads and tracks.
It does not entail any penalty for movement, which can be carried out in any formation and at any speed by all types of troops.
| The gray-green felt mat covering the table represents plain meadows, and counts as normal terrain |
| The courtyard of the farmstead, represented by a piece of light-brown felt, counts as normal terrain |
| And so does the field at the back of the longhouse |
The sporadic presence on normal terrain of additional features (obstacles, screens, protections) may, however, result in restrictions on movement, as well as on fire and hand-to-hand combat.
| Some terrain pieces afford partial protection against enemy fire |
| Both figures on this terrain piece and the one behind it may be considered partially protected by the large boulders |
| Although hedgerows are not bulletproof and do not afford solid protection, they nonetheless partially conceal the figures behind them and are an effective screen against enemy fire |
| Fences may count as solid protections or just as screens, depending on the score of one d4 rolled before firing (1, 2: screen; 3, 4: protection) |
Rough terrain
Rough terrain consists of soil that is on average flat, but locally uneven and burdensome to negotiate:
- Land mainly covered with tall grass, bushes, reeds, rocks, etc.;
- Plowed fields;
- Trails and paths within forests.
It is represented by patches of felt in contrasting color (here I used pale mauve, but any other color may do).
Rough terrain restricts the movement of some troop types, who can only cross it at low speed.
Here too, as on normal terrain, the possible presence of additional terrain pieces can lead to further restrictions on movement, as well as fire and melée.
| Rough terrain is represented by patches of felt. Additional terrain pieces may be found on some of the patches |
Water meadows
Water meadows are made up of soil that is walkable but marshy and waterlogged. They are generally found next to ponds and lakes.
They are represented by patches of felt in contrasting color (here a darker shade of green than normal terrain).
They limit the movement of some troop types, who can only cross them at low speed.
Woods and forests
Woods are stretches of land characterized by the prevalent presence of trees and dense and intricate undergrowth.
| A small wood in a meadow |
| Woods can stand on normal terrain (right), or on stretches of rough terrain (left) |
A wood can be crossed exclusively by infantry units deployed in open order. Movement within woods, where permitted, is carried out at low speed, except for particular types of troops.
| Within a wood line infantry must proceed in open-order formation and at low speed |
Forests consist of groups of two or more woods separated by trails or paths. These count as rough terrain and allow the passage of infantry and light cavalry units deployed in marching columns or open order formations.
Rivers, canals, ponds and lakes
Waterways and bodies of water that can not be waded constitute a class of terrain in their own right, which can only be traveled or crossed by small vessels, such as whaleboats and canoes.
Narrow, fordable streams simply count as obstacles on normal or rough terrain.

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