Garrison Terrain

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Garrison Terrain


The rules for Garrison Terrain are used to represent features such as buildings and walled fields. As with Zonal Terrain, it’s important to agree the boundaries of Garrison Terrain features before the start of the game as well as other properties, like Elevation.

In terms of the size of Garrison Terrain features, the rules presented here assume you’re using Garrison Terrain features 4" to 6" in diameter. If using larger or smaller Garrison Terrain features, you may want to adapt the rules to match your collection. Just remember to discuss any changes with your opponent before the game begins!

We recommend that Garrison Terrain features be placed at least 6" apart and 6" from the edges of the Battlefield.

A Regiment cannot March into or through Garrison Terrain. In fact, it cannot March to within 1" of Garrison Terrain unless it is seeking to Occupy that Garrison Terrain.

Occupying Garrison Terrain

Each Garrison Terrain has a Defence (X) value and a Capacity (X) value.

Only infantry Regiments can Occupy Garrison Terrain and, even then, only if the number of Stands is equal to or less than the Capacity value of the Terrain.

Your Regiment Occupies an Unoccupied Garrison Terrain feature by Marching into contact with it. Remove the Regiment from the table, and the Models from their Stands. Place some models anywhere on the Garrison Terrain, to show who Occupies it. If the Regiment has any Actions remaining, they are lost.

If there are too many Stands to fit inside the Garrison Terrain, your Regiment cannot Occupy it, and must halt its March 1" away. While in the Garrison Terrain, a Regiment has +X Defence, where X is the Defence value of the Garrison Terrain. A Regiment within Garrison Terrain can Draw a line of Sight of 360 degrees.

Leaving Garrison Terrain

Your Regiment can leave the Garrison Terrain by taking two March Actions.

Restore your Regiment’s Models to their Stands, and place a single Stand in contact with the edge of the Garrison Terrain. Then, place all other Stands from your Regiment in a legal formation, with no Stand further from the Garrison Terrain than twice its March Characteristic, and at least 1" away from all enemy Regiments. If you cannot place all other Stands within their March Characteristic of the Garrison Terrain, you may place them as close as possible to the Garrison Terrain, but the Regiment is Broken. Finally, the Regiment is nudged forward just enough to stop being in contact with the Garrison Terrain. If this is not possible, the Regiment must be placed elsewhere.

A Regiment that cannot leave Garrison Terrain as described above must remain within the Garrison Terrain.

A Regiment cannot Occupy and leave a piece of Garrison Terrain in the same Turn.

Charging Garrison Terrain

Your Regiment may take a Charge Action against Occupied Garrison Terrain as if it were any enemy Regiment.

As Garrison Terrain features are seldom rectangular in shape, Wheeling Flush will not always be possible. Instead, Wheel your Regiment as close to Flush as you can by the shortest possible distance.

Garrison Terrain and Impact Hits

Regiments do not make Impact Hits if charging Garrison Terrain.

Once the Regiment contacts the Garrison Terrain Charge Target, it Wheels as flush as possible by the shortest distance.

Clash Actions and Garrison Terrain

If your Regiment is in contact with Occupied Garrison Terrain, it may take a Clash Action against the occupying Regiment. In order to accommodate irregular Terrain features, all Stands in your Regiments’ first Rank Strike blows as if they were in contact with the occupying enemy Regiment while all other Stands contribute supporting attacks as normal.

The only exceptions are Stands in contact with other enemy Regiments – these must Strike at one of the Regiments in contact, even if they are also in contact with the Garrison Terrain. The Clash is otherwise resolved as normal.

If your Regiment is Occupying Garrison Terrain and an enemy Regiment is in contact with that Terrain, it may take a Clash Action. If it does so, Stands in your Regiment Strike blows as if they were in contact with the enemy Regiment in contact with the Terrain.

If there is more than one enemy Regiment in contact with the Garrison Terrain, you may split your Regiment’s Attacks between them in any way you wish – even foregoing Attacks against one Regiment in favour of focusing on another. The Clash is otherwise resolved as normal

Wiped Out in Garrison Terrain

If a Regiment in Garrison Terrain is destroyed by any means, one enemy Regiment that is in contact with the Garrison Terrain and is capable of occupying the Garrison Terrain feature may immediately do so (this does not cost an Action). Any enemy Regiments in contact with the Garrison Terrain that do not do so can immediately make a free Reform Action instead

Withdraw Actions and Garrison Terrain

A Withdraw Action in Garrison Terrain costs both of a Regiment’s Actions. If it does not have two Actions remaining, it cannot attempt to Withdraw.

If a Regiment successfully makes a Withdraw Action while in Garrison Terrain, it immediately leaves the Terrain as described above. (p. 88)

Volley Actions and Garrison Terrain

A Regiment Occupying Garrison Terrain can make Volley Actions as normal. As it has no Front Arc, it may make the Volley in any direction, measuring Range and calculating Obscuration (for all Stands) from the centre of the Terrain feature.

Count the size of the Shooting Regiment equal to the Elevation (X) characteristic of the Terrain feature for the purpose of drawing Line of Sight. Three Stands Shoot normally (remember to determine if the Shots are Obscured or not).

Other Stands fire one Shot each.


Source Materials

  1. TLAoK Core Rulebook v1.5: P. 87-91

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