• A terrain element’s size is what is physically represented on the table - but should be agreed upon by both players prior to the start of the game if either player considers it likely that the Size of a particular piece of terrain might be unclear .
  • If players cannot agree on the size of a terrain element, by default the Size of a piece of terrain (As with models, Tiny, Small, Medium, Large or Huge) to be the Size of the smallest base it can fit on.
  • If a terrain element is too big for a 50mm base it is considered Huge.
  • Some Clear terrain has no Size (Water for example) and is listed as Size Zero.
  • Given this definitive test, it should be possible to define the Size of a piece of terrain during the game, as and when it becomes relevant to gameplay.
  • This clearly does not work for some elements E.G. walls, so is only to decide where players cannot agree on odd items of terrain.
  • In a Tournament situation, ask the organiser.
  • For Blocking terrain pieces (see Visibility) where it is intended that LOS can be drawn over them, then these should be classified as Tiny, such that it is possible to gain Cover, but LOS is not blocked.

Example: Walls can vary in height depending on how these have been modeled. A wall or hedge could be anywhere from model knee height [Difficult, Blocking, Tiny] up to over man/Oni sized [Difficult, Blocking, Huge].

  • We would recommend that before a game starts, each player highlights any terrain pieces where they consider the size classification may not be totally clear, in particular whether a terrain piece might be either Tiny or Small, or Large or Huge, and discuss and agree this with their opponent.
  • Remember the rules are made to be definitive, a simple check with a gaming laser should solve all cover and LoS issues and while they may not always make sense based on how the model looks from a “Model’s eye View”, remember the static model is representing a soldier that may be actively trying to hug terrain or keep a low profile.
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