Forest Terrain Rules

By Aldarion2, in Dust Tactics

These rules were developped for Dust-Day´s Argentina campaign, "Operation Ghostlight".

Since most of scenario´s action takes place in open ground in the wilderness, I felt that impassable terrain characterized as trees did not cut it. I also wanted the event to have some features that characterized it as innovative and original for players.

So I designed the first version of this rules, and, after posting in local forums and discussing with other members of the community, they evolved to this last version.

They were playtested and used in the tourney with excellent results.

Illustrations were made by local artist Pablo Ortelli (also a talented miniature sculptor, check some of his work at http://dragonesdejouran.blogspot.com/ ).

In quick game terms, FORESTS are considered very similar to a "structure" terrain square with openings on all sides (p. 17 of the revised, or p. 11 Operation Seelowe), but provides "SOFT COVER" instead, in a ways similar to "rubble squares" (or cross terrain, pag. 6 of the revised or op. cyclone).

It is distinguished by a "STAR" dot, and it´s basic characteristics are:

* BLOCK LOS (except if the unit is occupying it´s square)

* BLOCKS VEHICLE MOVEMENT

* NO COVER ITEMS CAN BE PLACED WITHIN IT

* GIVES "SOFT COVER" for a unit occupying the square

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On the other hand, some special rules apply.

"FOREST ON FIRE"

Like a tank trap or ammo crate can be attacked and destroyed, the forest can be set on fire by a unit.
For this it is necessary to use an action to "attack" the same way any other objective is targeted.
The only weapons that are allowed this option is the flamethrower, and heavy energy weapons (lasers cannons for axis and phasers for allies)

The unit rolls a die to obtain the result of the action, which will succeed depending on the type of weapon:

* Energy Weapons get success on a HIT result

* Flaming Weapons are succesfull on BLANK result

If the equivalent of a "sustained attack" is declared, you can re-roll the die in case of failure.

Once the forest is set ablaze, replace the tile with the corresponding image:

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From that moment on the square becomes impassable terrain .

If any infantry unit begins its activation in a FOREST ON FIRE terrain, it´s first action must compulsorily be to moved out of it (in any direction possible).

In the strange event that movement results impossible for the unit, , then it suffers the effects of damage 1 / +

"FIRE SPREAD"

If, at the beginning of the turn, there is any FOREST ON FIRE square present with adjacent FOREST squares, players roll a die for each adjacent square separately.


On a HIT result, the fire spreads, the tile is replace by FOREST ON FIRE, and corresponding rules apply.


***NOTE: Red Devils and Heavy Laser Grenadiers roll one die for each weapon still alive in the unit.
Laser Grenadiers only roll one die (the cannon), since rifles and pistols don´t pack enough heat.

Please feel free to post questions about the rules here, and comments if you try them yourselves.

So the forest square is basically a tank trap that blocks not only infantry LOS, but vehicle as well, but offers only soft cover instead of hard.

That´s a very clear way to put it too.

Exactly.

The real difference comes in with the possibility of setting them on fire, and can get quite interesting as it gives the possibility of mosifying the tabletop.

I´ll be posting Op. Ghostilight scenarios later on. There´s one of them that features an ambush in a forest-exclusive layout.

I like it! Two thumbs up! Great idea!

Great ideas.

One question though, that I think you are fit to answer since you have seen this in action: Isn't it too easy to set the forest on fire? Coupled with the chance of it spreading it seems as much forest would be burnt down fairly fast.

Can they be jumped by units?

Major Mishap said:

Can they be jumped by units?

I would say yes for Forest and no for burning as that would involve jumping into smoke and you have no idea what you are jumping into.

Ulrike Meinhof said:

Great ideas.

One question though, that I think you are fit to answer since you have seen this in action: Isn't it too easy to set the forest on fire? Coupled with the chance of it spreading it seems as much forest would be burnt down fairly fast.

Actually, I sometimes had the feeling that it was too hard to set them on fire, so I guess it must be more balanced than we both thought :)

Anyway, only playtesting will really tell, but as for too easy, bear in mind that you have to spend an action to do it and, since with the possibility of failing, makes you think twice before abusing.

The "fire spreading" rule could also be wived if found excessive.

As for JUMPING, I think the most logicall thing to do while keeping in line with original DT rules is to treat them like "buildings", that is, inafnry and hero units can jump them, vehicles don´t.

Blazing forests cannot be jumped since they lack a dot and therefore consist of impassable terrain.

We played as you said and thought the setting on fire workd really well, no need for a change there.

I see these proposed rules as 100% viable.

Cool rules!

The way I envisioned it was a little different, but every gamer has different ideals. I was thinking that it would take 2 woods to block LOS. If you are in the first woods, you get light cover, in teh second wood you get heavy, and if you are in a thrid or behind the second woods, LOS is blocked.