Questions and Answers about Terrain Modifiers:

Last updated 21-June-97 by Bob Heeter

(courtesy of the tournament playtesters and moderators)

The complete listing of Terrain Modifiers for the Tournament Army Set:

Dwarves:         +2 strength in hills
Heavy Infantry:  +1 strength in city
Light Cavalry:   +1 strength in open
Light Infantry:  +1 strength in city
Orcish Mob:      +1 strength in forest
Pikemen:         +2 strength in open
Spiders:         +2 strength in city
Wolfriders:      +2 strength in forest

NOTES:  Battles fought in or over mountains are treated as hills terrain
for battle bonuses.  But they only use up 2 movement points.  And a
hero flying over the mountain with one or more native flying units will 
always fight before the flying unit which is highest in the fight order.
(The idea is that the hero can't be stranded in the mountains, but
unfortunately the "feature" still applies when the hero has a flight item.)

>Do Orcish Mobs have +1 in hills too?

No.  That was only true in an early Mac incarnation of the army set.
The Deluxe Scenario Builder doesn't allow units to have Terrain Modifiers
for multiple terrains.  :(

>I thought terrain modifiers came after special bonuses

Individual terrain modifiers come *before* the non-hero "special" bonus.  
The maximum strength a unit can have after an individual (non-stack) 
terrain modifier is 9.  So a double-blessed griffin (base strength of 8) 
attacking into a city (+2 terrain modifier) has a strength of 9, not 10.  
WarBOT does all of this properly.

>The terrain modifiers still seem to count when up against a Dragon 
>(or other cancel non-hero).

Right.  Terrain Modifiers are *not* cancelled by Cancel Non-Hero units.