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New Post 1/17/2008 2:57 PM
  DavetheLost
81 posts
9th Level Poster


Terrain 

Am I correct that curently all terrain has the same 3 effects?

Should buildings, ie castles, be counted as regular terrain? Or will there be special rules for these in future?

What about water areas? I could see a case to be made that large, deep bodies of water (rivers, lakes) should be impassible to most troop types, and should not block line of sight. This would however add an extra level of complexity.

I ask because terrain modeling is one of my favorite parts of the hobby, and in a fantasy game I can envision terrain types that would be a problem for some troops but not others. demons for example might be quite happy in rivers of flame or acid, flying troops would ignore cliffs that can be scaled by spiders and spider riders, but are otherwise impassible, etc.

I would be most happy if these were noted as options, to be agree upon by players before the game, not used as an excuse to add lots of extra rules and special cases.

The simplicity of MA is one of its chief strong points to me.

 

 
New Post 7/3/2008 4:55 AM
  myrm
1 posts
No Ranking


Re: Terrain 
Modified By myrm  on 7/3/2008 12:57:21 AM)

In the original playtest of MA there was a fair debate about terrain and they decided to keep it simple - from memory mainly because with a fantasy game it would be near impossible to list all possibilities and there was a background being written up that meant fights were over basic terrain. So it settled to a unified move, LoS and combat effects for all.

There is nothing to stop you adding more, but the core mechanism was kept as simple as possible - although to be fair it was designed to cover such things as rubble, BUAs, forests, swamps etc rather than rivers, castles and so on.

I came up with a rating system for terrain as a 3 number code - The CLM rating for terrain. A 0 meant no effect, a 1 meant modifiers as per current rules, and a 2 meant a total block to the activity (can't see in, can't in, can't fight etc).  Under those rules the Mobile trait had a number which was what that unit could subtract from the M rating (or theoretically expandable to all three sections).

So a river could be rated under CLM as 102, a swamp 111, a sandstorm a 221 etc.

You'll note that it does add to the complexity of the gameplay to have to look up terrain types etc. I ditched the idea in the end because SOOOO many terrain types were 111 

 
New Post 7/3/2008 9:38 AM
  outposteagle
295 posts
6th Level Poster




Re: Terrain 

I do like the idea of different effects for different types of terrain.  I think something like what you designed should be included in an Advanced Rules book.  It does add more complexity, but it also adds to the realism.

 
New Post 7/3/2008 10:09 AM
  Lykwid
11 posts
No Ranking


Re: Terrain 

I'm a chart-a-holic, so of course my suggestion is going to be a chart. If there was some way to take model types or abilities into consideration there could easily be a chart in the advanced rules for special mvt or adjusted terrain. Give everything that could easily get up the cliff the fly/climb ability, demons the Tough ability and so on. This WOULD add one more level of complexity to the rules, but could be a simple way around the problem.

Orinzie

 
New Post 7/21/2008 5:46 PM
  DavetheLost
81 posts
9th Level Poster


Re: Terrain 

I like charts and written rules to be kept to a minimum. I prefer to let common sense and a few written guidelines help players work things out to mutual satisfaction.

That said a few things came up regarding terrain in todays slaughter of the wild elves by the bat-clan goblins. The terrain was a pair of double-size hills and a regular size swamp. It seemed odd that archers on the hills could shoot freely at any unit on the hill (in the terrain) regardless of where the hill crest was. It also seemed odd that a unit on the hill top could not use this vantage to shoot over units on the flat. It also seemed odd that movement both up, down and across the hill should be 1/2 speed.

The swampy marsh seemed odd in blocking line of sight, although half speed movement and fighting penalties made sense.

Also it felt like flying units (such as bat riders, or flying demons, dragons etc) should be able to see and shoot over terrain and units on the ground. 

Mobile cavalry being able to dash through the marsh at full speed was fine, but might seem odd with lava.

I was going to suggest the inclusion of terrain with effects on the three axes of Movement, Vision (including shooting), and Combat.\

I also thought about including "Impassible" as a terrain type, that could be crossed only by units with Mobility, who do so at 1/2 rate.

A swamp could be defined as affecting movement and combat but not obstructing line of sight. A hill would block line of sight, but might not effect movement or combat. A thick forest would effect all three.

 

 
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