Marshland

A battle in a marsh can easily end in disaster -- unstable footing, mud that clings to weapons, and as many warriors drowned as cut down by the foe. Marshland is best used as a trap to lure the enemy into, rather than a position to fight from. All marshland uses the rules below.

Marshland and Line of Sight

For Line of Sight purposes, treat marshland as open terrain.

Marshland and Movement

A unit at least partially within marshland suffers a -1 penalty to its Movement value. Marshland is dangerous terrain for every unit except those with the Skirmish special rule; cavalry, monstrous cavalry, and chariots entering it fail their Dangerous Terrain tests on a 1 or 2, rather than just a 1.

Examples of Marshlands

All marshland is dangerous, though its exact nature (and degree of peril) varies -- a few examples follow, using the rules above unless stated otherwise.

Earthblood Mere

Any unit with the majority of its models within an Earthblood Mere has Regeneration (6+).

Khemrian Quicksand

A monster, monstrous infantry, or monstrous cavalry model that fails its Dangerous Terrain test in Khemrian Quicksand is removed as a casualty with no saves of any kind allowed.

Mist-Wreathed Swamp

A unit with the majority of its models wholly within a Mist-Wreathed Swamp counts as being in hard cover. However, at the end of each Movement phase it must pass an Initiative test or have D6 Infantry models dragged to their doom by the Fimir lurking in the mist (victims chosen the same way as shooting hits are allocated) -- Fimir models are unaffected.


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