In crossing salt-marshes, your sole concern should be to get over them quickly, without any delay. If forced to fight in a salt-marsh, you should have water and grass near you, and get your back to a clump of trees. So much for operations in salt-marshes.
In dry, level country, take up an easily accessible position with right ground to your right and on your rear, so that the danger may be in front, and safety lie behind. So much for campaigning in flat country.
–Sun Tzu, The Art of War, Chapter IV: The Army on the March, [7-9].
On the tabletop, saltmarshes count as difficult terrain. Regular troops do not fare well in them. Thus, you should heed Sun Tzu’s advice.
Many wargames, however, allow certain irregular troops to operate freely with the confines of a marsh. These are skirmishers, guerrilla fighters, rangers. Bidowers in Lion Rampant fill this role nicely.
A sinister tactic is to use these troops to lure your enemy’s rank-and-file into the marshes, where you can attack them without mercy.
Away from the tabletop, saltmarshes include gaming in messy dorm rooms, a smelly gaming store, and your friend’s partially flooded basement.
Who knows what sinister things lie waiting within these recesses?
Next on The Art of Wargaming:
Healthy Wargaming: Taking the High Ground