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TT2BB
TT2BB
TYPES OF TERRAIN Example: A Blue 5 and a Yellow 4 were rolled. My side scored
higher so I activate first. I can activate my Band and move. I
There are four types of terrain. see an enemy Band and we go to the Action Table. After the
fight, the other side acts.
Clear: Flat terrain that does not block Line of Sight
(page 2) or provide Cover. An enemy Band moves but remains out of sight, ending its
turn. Activation Dice are re–rolled.
© 2019 ED TEIXEIRA – TWO HOUR WARGAMES 12/4/2019
1
PLAY BATTLE BOARD GAMES WITH MINIS & TERRAIN ON THE TABLE
MOVEMENT TRIGGERING AN IN SIGHT TEST
Here's how an In Sight Test is triggered:
Tabletop movement is as follows:
Whenever a Band has an opposing Band enter into its
Those on foot can move up 8”.
Line of Sight or LOS, and they were not seen
Mounted can move up to 16”. previously during this activation phase, they are In
Flyers can move up to 24”. Sight. Go to the Action or In Sight Table.
FAST MOVE
If desired a figure can attempt to move faster than normal
RANGED COMBAT
speed, with one exception. Here's how we do it: Be sure that the shooter has Line of Sight to the target and it is
in range.
Declare the intent of the Band to Fast Move.
Roll 2d6 and compare each die score individually to
the Rep of each figure Fast Moving. FANTASY & PRE-MODERN WEAPONS
For each d6 passed, the figure is allowed to add half TYPE RANGE TARGET
of its normal movement rate to its move.
Bows 24 1
Example – A group of four figures on foot want to Fast Move. Crossbows 24 1
I roll 2d6 and score a 4 and 5. Here's how the group will
Muskets 24 1
move.
Pistol 12 1
The Rep 5 passes 2d6 and can move 16”. Slings 12 1
The Rep 4 passes 1d6 and can move 12”. Spells 18 Rep
Thrown Spears 6 1
The Rep 3 passes 0d6 and can move 8”.
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PLAY BATTLE BOARD GAMES WITH MINIS & TERRAIN ON THE TABLE
SUPPORT WEAPONS
Repeat this process until all PEFs are placed.
It is possible to have more than one PEF in the same
SUPPORT WEAPONS RANGE TARGET section.
Grenade Launcher 24 3" circle PEFs have a Rep of 4.
Grenade, Frag 6 3” circle Once it has been resolved the PEF is removed from
the table.
Grenade, Inferno 6 3” circle
Machine Gun, Hvy 60 5
Machine Gun, Light 48 6 PEF MOVEMENT
Mine, Anti-Personnel x 3” circle
PEFs move just like they were Bands of figures. Here's how
Mine, Inferno x 3” circle we do it:
Plasma Gun 24 3" circle
Rocket Launcher 36 3" circle When the enemy is active, start with the PEF farthest
from any player Band.
LINE OF SIGHT Roll 2d6 versus the PEF Rep of 4.
Determine how many d6 were passed.
To shoot something or cast a Damage Spell on it you must
Pass 2d6 = Move directly towards the closest
first be able to see it. A straight line from the shooter/Caster to
enemy Band.
the target is called a Line of Sight or LOS. Here’s how we do
it: Pass 1d6 = Re–roll and count a result of pass
1d6 as if pass 0d6.
Line of Sight extends across the whole table and is Pass 0d6 = PEF does not move.
blocked by friendly figures, terrain, buildings and
sometimes weather. Any contact that the PEF causes must be resolved prior to
moving the next PEF, the next one farthest from any player
LOS is to the front of the figure up to a 180 degree
group.
arc.
In nighttime LOS is reduced to 12”. However, targets
in a well–lit area will count LOS as normal for those SPECIAL PEF MOVEMENT
firing at them. PEFs do not suffer any terrain movement penalties.
LOS between figures inside woods is reduced to 12”
in the daytime and 6” at night. If at the edge of the
woods the figure can see and be seen from outside
RESOLVING PEFS
the woods as normal. When a player Band and a PEF have a LOS it's time to resolve
LOS in inclement weather such as fog, rain or snow, the PEF. Here's how PEFs are resolved:
is reduced to 12” in the daytime and 6” at night.
Roll 2d6 versus the PEF Rep of 4.
Determine how many d6 were passed.
Pass 2d6 = You have met an NPC Band.
PEFS ON THE TABLETOP Determine what you have met.
Pass 1d6 = Re–roll and count a result of pass
1d6 as if pass 0d6.
PEFS are always dropped into section 1 through 6 while player
Pass 0d6 = You have met nothing. If the last
Characters always start or enter through section 7 to 9.
PEF to be resolved, count as passing 2d6.
You already know what PEFs are when playing with Battle
Boards. We handle them a bit differently on the tabletop.
Here's how we do it: HOW THE ENEMY MOVES
When PEFs are resolved and figures placed on the table these
Generate the number of PEFs normally.
non–player figures still move as if they were a PEF, but do
Roll 1d6 for each PEF. The score indicates which suffer wood terrain movement penalties (page 1).
numbered section of the table will contain a Possible
Enemy Force or (PEF).
Place an enemy figure or marker of any type in this
section of the board to represent the PEF.
If a terrain feature could block the LOS from your
force to the PEF be sure to place the PEF in a manner
that does so.
If no such feature is present then place the PEF in the
center of that section.
© 2019 ED TEIXEIRA – TWO HOUR WARGAMES 12/4/2019
3
PLAY BATTLE BOARD GAMES WITH MINIS & TERRAIN ON THE TABLE
STOP!
Playing with minis on the table with terrain can be on a 3’ x 3’
table or a larger one. Just be sure the table is divided into 9
equal sections, labeled as shown before – from 1 to 9.
Roll 1d6 for each section to generate terrain.
The Turn Sequence is used at the start of the game and when
all of the fighting is resolved when contact is made.
There are three movement distances. What are they and who
can use them? Review how Fast Moving is done.
What blocks Line of Sight? How are Buildings different than
other pieces of terrain?
PEF stands for Possible Enemy Force and they have a Rep of
4. Once resolved the PEF is removed. How do they move?
Once a PEF is replaced with figures it moves as figures would
move.