The game effects of terrain vary with the different particular characteristics that terrain has, as well as what type of unit occupies that terrain. Terms used to describe various particular characteristics of terrain follow. These terms relate to movement, line of sight, and inherent protection/peril offered by terrain.
A particular terrain's effects differ in relation to different units in that terrain. For example, infantry units consider forests to be difficult, obstructed, protective terrain, while skimmer vehicles consider forests to be open, clear, perilous terrain.
A particular terrain's effects also vary with perspective. If you place an infantry unit is placed just behind a 1/2 inch high wall, you would consider the wall as protective terrain for that unit, while your opponent would consider the wall that unit to be in obstructive terrain. If you placed the infantry unit just in front of the wall, you would consider your unit as placed in non-protective terrain, while your opponent would consider the unit to be in clear terrain.
Naturally, you'll want to maximize the benefits of terrain, while minimizing its negative effects, while forcing your opponent to avoid the benefits and suffer the negative effects of terrain.
Armies with lots of firepower can accomplish this goal with much more ease than armies with little firepower. An army with superior firepower can force an opposing army to attempt to move into hand to hand combat. The opponent realizes that it cannot simply exchange fire, as that would clearly result in a loss. The army in superior firepower stays in its deployed positions, with minor manuevering to best counter the incoming forces. Usually, the army with superior firepower will have deployed in favorable terrain. The army that is forced to attempt to move into hand to hand combat is forced to move across the field quickly, with little choice of what terrain it must move through - although some terrain may be favorable, much of it will not be.
Armies with excellent maneuverability can lessen the effect of terrain on a battle. Fast-moving units can move between favorable terrain sites with their increased movement range; after they assault the enemy, the rest of the army can move in quickly without being subjected to enemy fire. In brief, although armies with excellent maneuverability usually can't determine what terrain the opposing army is forced to enter, as the enemy can't be forced to move around, armies with excellent maneuverablity can minimize the benefits an opposing army gains from terrain.
The particulars of placement should vary on each battlefield. The positions of units relative to one another should depend on the strategy being used for the army, as well as what terrain exists in the deployment zone.
Suppose a Space Wolf commander were placing Grey Hunter and Blood Claw models, with the intent of having the Grey Hunters absorb the enemy charge, and the Blood Claws. Placing the Grey Hunters in a forest would give the Grey Hunters a number of advantages - the Grey Hunters would receive a cover save, and would often strike first against assaulting enemies. The Blood Claws would be placed behind the Grey Hunters to allow a counterstrike on the following turn.
Now suppose that the forest was surrounded on three sides by a large river, and further, that the forest was not large enough to hold both the squad of Grey Hunters and the squad of Blood Claws. The Grey Hunters couldn't be supported by the Blood Claws if the Grey Hunters deployed in the forest, so the plan would have to change. The Grey Hunters would either have to deploy in an entirely different position, or would have to deploy outside the forest, to be able to receive second turn assault support from the Blood Claws.
There are a number of other examples of the sort; the particulars of terrain on various battlefields vary too widely to account for each possibility.
Usually, terrain will not absolutely dictate the choices available to a commander, but will influence the vital variables of timing and cost effectiveness. The best use of terrain is not usually obvious - and there may actually be no best choice in some cases.
Suppose the Space Wolf player were using a table quarter for deployment; a table quarter with a long forested strip running up its middle. If the Space Wolf player deployed on one side or the other, the Space Wolf army would be squeezed into a smaller space, and would thus be more vulnerable to template weapons. But if the Space Wolf player deployed on both sides of the forest, the forest would slow down movement of reinforcements from one side of the army to the other side - time in which an enemy attacker could gain an advantage.
Actual physical placement of a unit within terrain can seriously affect cost effectiveness - which is why careful deployment is necessary. Suppose, for example, that a Space Wolf Grey Hunter squad contained a single model with a powerfist. Suppose that unit deployed in a forest, but that the single model with the powerfist were somehow left outside the forest. Now suppose the enemy managed to get LOS to that Grey Hunter unit. The model with the powerfist would have to be taken as a casualty, if the squad were to sustain even one casualty during enemy fire, according to the hit allocation and casualty removal rules.
A unit's use of terrain may be significant in other ways - for example, a unit placed too far inside a forest won't be able to fire out. There are as many other examples as there are types of units and sorts of terrain; an army commander will have to discern how to best use terrain in different battles and different situations.
Units can be used as artificial terrain features. The mobility that most units have adds to their utility as terrain, as they may be moved as the unit or units they are protecting move.
Although almost any unit may be used as mobile terrain features, the way in which terrain features are implemented will vary.
Certain elements are common distinguish "unit terrain" from actual terrain. A unit being used as a terrain feature can be assaulted by an enemy; the enemy is granted its assault movement (usually 6 inches, but sometimes as much as 12 inches). Skimmer tanks may tank shock infantry, simply ignoring the "terrain"'s effects. And, of course, "unit terrain" can often move, while actual terrain cannot.
Certain elements remain the same between "unit terrain" and actual terrain. An opposing force with maneuverable units can lessen the effect of the "unit terrain". Skimmers can pass over "unit terrain".
Units may be used to block line of sight; a unit in front blocks line of sight to a unit in back.
In most cases, infantry are used to block line of sight to other infantry; the infantry in the rear will have a clear line of fire while the enemy line of sight is blocked.
In some cases, vehicles are used to block line of sight to other vehicles. As the vehicles that are shielded will not have a clear line of sight, this sort of line of sight blocking is often carefully done - for example, a Chimera may be interposed between a Leman Russ Battle Tank and a Space Marine Devastator squad in such a way that the Battle Tank is protected from the Devastator Marines, but so the Battle Tank will still have a clear line of fire to a unit of Assault Marines.
Vehicles may be used to block line of sight to units of infantry in the same way as vehicles may be used to block line of sight to other vehicles.
Units may be used to stop enemy movement; an enemy unit must generally stop movement when it encounters one of your units.
Units of relatively weak infantry are often used to absorb the impetus of an enemy charge, allowing another friendly unit to countercharge the enemy during a commander's next turn. "Weak infantry" refers to units that have relatively weak close combat abilities, compared to the unit that is being used to countercharge. For example, a unit of Grey Hunters may be used to absorb the effects of an enemy charge; a unit of Blood Claws may be used to counterattack. The Blood Claws are not as strong as the Grey Hunters in drawn out combats, but the fact that Blood Claws gain +2 Attacks when charging, and may have more special close combat weapons, makes the Grey Hunter the "weak" unit here. Sometimes, of course, a "weak infantry" unit may be precisely that - a unit of 30 Gretchin, for example.
An infantry unit being used as impassable terrain in this manner will have to fill a few requirements - a decent amount of cohesion, and high durability. If a unit were spaced so every model in the unit were 2 inches apart, an enemy jump pack unit could simply move right through the unit. In most cases, this will not be possible for the enemy - basic infantry lacks the movement range, and your units' models will usually not be spread out a very great deal - but it is something to keep in mind. High durability is necessary, as a unit placed at the fore of an army will usually have to absorb both enemy fire and the impetus of an assault. The key is absorption - it is not enough for a unit acting as impassable terrain to simply block an enemy's path; it must also stop the enemy charge. A unit that breaks and runs allows an enemy to advance in a sweeping advance, denying rear units the charge.
Some units cannot advance after an assault - such as Space Marine Terminators. Against such enemy units, absorption is not strictly necessary, as those enemy units will be forced to stop at any rate - so the purpose of the unit as impassable terrain is fulfilled.
A number of vehicles may form a solid wall of vehicles, preventing enemy movement. Usually, this wall will not be particularly durable, as side and rear armour will often be exposed. It can, however, be particularly useful - tanks such as Rhinos, or Wartrukks with stikkbomm chukkas, may tank shock enemy infantry, creating a line of vehicles to cut off enemy reinforcements.
Certain units have special wargear or abilities that duplicate cover effects. In most cases, the benefits of the duplicated cover effect will only apply to the particular model or unit that has the wargear or ability. In rarer cases, a model or unit may have wargear or an ability that duplicates cover effects that may extend to other units.
Examples of units and models that have wargear/abilities that duplicate cover effects on an individual basis are Eldar Rangers, Terminators, and Ork models with Bionik Bonce. Eldar Rangers may receive the benefits of cover even while not in cover; Terminators and Ork models with Bionik Bonce receive invulnerable saves (like cover saves) regardless of placement. Special abilities may not actually duplicate all the effects of cover - Terminators, for example, receive an invulnerable save as if they were in cover, but will not strike first against assaulting enemies.
Examples of models that have wargear/abilities that duplicate cover effects on a communicable basis are not as common. Eldar Warlocks with the Conceal psychic power may accompany and protect Eldar units, Space Wolf Rune Priests using Storm Caller may protect any unit within range, and Ork Mekboyz with Kustom Fields protect all units within range.
Chapter Six briefly describes a variety of factors that change cost effectiveness on the battlefield. Work in progress.
Note to self: Clarify "targeted effect" for Chapter Four: Formation, to clarify why models in center of triangular formation are protected from enemy fire. Flamers, ordnance, blast, Mind War, Vindicare. Anything that hits a corner could wipe out one model only (targeted) Vindicare could target edge. But center protected from LOS and other models could be removed as casualties (difficult to hit just one if it's touching 6 other models). (Flamers hit center anyways, as must hit most models . . . ). Note 2: Mega Transport Assault theme uses masses of basic troops to tie up the entire enemy close combat army (denying them any charge benefits), while one or two superpowerful attack units hit the enemy army in a flank, destroying all comers and gaining charge benefits each turn . . . pop this in Army Selection tactic under transport assault.
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Chapter Two: Strategy, Tactics, and Statistics
Chapter Three: Calculating Basic Cost Effectiveness
The Unofficial Warhammer 40,000 Army Cheese Purity Test
Sector Occultus: Background Information
Army Selection (Example: Blood Angels)
Painted Units For Sale. (Pictures mean long download time!)
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