Terrain Types
The following are the possible terrain types that will be used in the game. It is suggested that with 15mm figures that game boards 8’ by 5’ be used. It is suggested that these be made in such a way to allow them to be set up and be taken down quickly. A game board can be reversed to serve as a different board.
C: Coastal City: It is doubtful that these boxes will be in play - if the Allies end up in these boxes the game is very close to being over. If needed, they would include a port complex as well as an airfield, and a large built up area of stone buildings.
CP: Coastal Plain: These squares represent the more built up areas of Tunisia where the French immigrants had moved in and settled in semi fortified farmsteads. These boards would have a coast line along one edge, and at least one major town of a D6+2 squares. If the square is indicated as having a port then an additional two squares should be added. There would be an additional 2 D6 worth of buildings scattered about the board, representing farmsteads and small complexes of buildings. The town and buildings should be surrounded with fields, orchards, stone walls, wooded areas, etc.
There should be roads running through the terrain board corresponding to the arrangement of the road net on the strategic map. A series of wadi’s and streams should be present, as well as some low hills.
CH: Coastal Hills: These squares represent the areas where the hills of Tunisia ran closer to the coast. Again there should be a coast line along one edge, and at least one major town of a D6+2 squares. If the square is indicated as having a port then an additional two squares should be added. There would be an additional 1 D6 worth of buildings scattered about the board, representing farmsteads and small complexes of buildings. The town and buildings should be surrounded with fields, orchards, stone walls, wooded areas etc. There should be roads running through the terrain board corresponding to the arrangement of the road net on the strategic map.
The line of hills running along the edge opposite the coast which should cause the road net to run against its edge. A series of wadi’s and streams should be present which run through the area. Some of the hills should be marked as being too steep for either wheeled or tracked vehicles.
V: Valley: These boxes represent areas in which a river flows down the center of the board, with high hills on either side. The area either side of river is cultivated, with one major town of a D6 squares. There would be an additional 1 D6 worth of buildings scattered about the board, representing farmsteads and small complexes of buildings. The town and buildings should be surrounded with fields, orchards, stone walls, wooded areas etc.
The line of hills running along the either edge should cause the road net to run against its edge. A series of wadi’s and streams should be present which run through the area. Some of the hills should be marked as being too steep for either wheeled or tracked vehicles.
H: Hills: These boxes represent areas which are very broken, with hills, wadis’ and broken ground. There would be a total of 1 D6 worth of buildings scattered about the board, representing farmsteads and small complexes of buildings. Some of the hills should be marked as being too steep for either wheeled or tracked vehicles.
P: Plain: These boxes represent areas which are open with some hills, wadis’ and broken ground throughout the area. There would be a total of 1 D6 worth of buildings scattered about the board, representing farmsteads and small complexes of buildings.