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PLAY BATTLE BOARD GAMES WITH MINIS & TERRAIN ON THE TABLE

 Wooded: This represents dense wooded or jungle


PLAYING WITH MINIS areas that cuts tabletop movement through it by half
and blocks Line of Sight.
 Hill: These are elevations that slope down in two
Want to play our Battle Board games on the tabletop with minis and directions and blocks Line of Sight between figures
terrain pieces using the existing rules? Here’s how we do it!
on opposite sides of its crest or ridgeline. Those
Our Encounters may specify what the terrain will look like but behind and within 1” of the crest can see and be seen,
in general just populate the board with appropriate scenery. but count as being in Cover.
 Buildings: These are individual structures that block
We recommend using whatever you already have.
Line of Sight between figures on opposite sides of the
building. Those inside and at a window can see and
SETTING UP THE TABLE be seen and are in Cover. Buildings can hold up to
six figures and will have 1+1/2d6 windows spaced
First, start with a 3’x3’ flat space. Bigger can be used, but it around the building and 1 door.
may not be better.
Place enough woods and hills to occupy at least 75% of the
GENERATING TERRAIN table section.

Unless previously determined by the Encounter, players


should use the following system to generate terrain for the
TURN SEQUENCE
battlefield. Our games on the tabletop is played in turns, with one phase
of Activation per side. Although Encounters (games) can last
1 – Divide the table into nine roughly equal sections. See the an unlimited number of turns, each turn follows a strict
following illustration that shows the corresponding number for sequence.
each section. In this case the board is square but you may be
using a rectangle. It doesn’t matter just be sure and divide the  Before the game begins each player chooses a
table into nine equal sections. different colored d6 to represent their side.
Example – I choose a blue d6 and Jim Bob Joe chooses
yellow.
 At the start of each turn both dice are rolled. This is
called rolling for Activation.
 If the die scores are the same (doubles) re–roll them.
 The higher score determines which side will activate
its groups first.
Example – The two dice are rolled and a Blue 5 and a Yellow
4 are rolled. I scored higher so I can activate my groups first.
 Only Bands with a Leader whose Rep is equal to or
higher than its Activation die score can be activated.
2 – Determine the overall terrain type of the battlefield by  Bands are activated from highest to lowest Reps with
simply rolling 1d6 for each section of the table and reading the ties activating in the order the player desires.
result as rolled.  When a Band comes into sight of an enemy band go
 1 or 2 = Clear. to the Action Table.
 After all contact has been resolved – fight, Interact,
 3 or 4 = Wooded. Will to Fight, etc. – the other side can activate.
 5 = Hill.  Repeat the same process as outlined.
 When both sides have completed their turn, re–roll
 6 = 1/2d6 Buildings. Activation Dice.

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

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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”.

INVOLUNTARY MOVEMENT MODERN/WW2 INFANTRY WEAPONS


Figures can be forced into involuntary actions and movement TYPE RANGE TARGET
due to the results of a Morale Reaction Result or voluntarily.
Assault Rifle (AR) 48 3
Here’s how we do it:
BA Pistol (BAP) 12 2
 Duck Backs move to the nearest cover within 6”. Bolt Action Rifle (BAR) 48 1
This can be in any direction, even forward. If no Grenade (G) 6 5” circle
cover is available the figure cannot Duck Back! Machine Pistol (MP) 12 3
Figures in Duck Back cannot see or be seen by the Pistol (P) 12 2
cause of the test.
Rocket Launcher (RL) 48 5” circle
 Leave the Battlefield means move to the nearest
Semi-Auto Rifle (SAR) 48 2
table edge at Fast Move and continue until exit the
table. Shotgun (SG) 12 3
Squad Auto Weapon (SAW) 48 4
Submachine Gun (SMG) 24 3
IN SIGHT
Before anyone can roll on the Action or In Sight Table they
must come into sight of the enemy. Figures are always in sight
SCI FI INFANTRY WEAPONS
or out of sight. WEAPON RANGE TARGET
A figure is in sight when: Assault Rifle 48 3
BA Assault Rifle 48 3
 An enemy figure can trace a Line of Sight to that
Grenade Launcher 24 3" circle
figure, from figure base to figure base. This applies
Inferno Grenade 24 3” circle
even if that figure is in Cover.
Launcher
A figure is out of sight when: Laser Rifle 48 1
Rapid-Fire Laser Rifle 48 3
 It cannot be seen because of intervening terrain.
SAW 48 4
 It cannot be seen due to weather or light restrictions
Submachine Gun 24 3
such as being too far away to see the enemy at night.
 It cannot be seen due to any other figure in the way.
© 2019 ED TEIXEIRA – TWO HOUR WARGAMES 12/4/2019

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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

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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.

© 2019 ED TEIXEIRA – TWO HOUR WARGAMES 12/4/2019

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