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Old 01-11-2018, 08:04 AM   #4
GranitePenguin
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: BEACH Overlays/Hexes/Tiles

Quote:
Originally Posted by Tim Kauffman View Post
Using Ramps also become a problem because units on them ignore underlying terrain.
Using ramps actually doesn't have this issue because the beach is defined as "clear", which is effectively the same thing as using a ramp that ignores underlying terrain. What you've stumbled on, though, is part of the reason why beaches exist only on clear terrain: It's very fiddly when you combine the hex side with terrain other than clear in the current definition of a beach.

Don't forget, a beach is a full hex because there are other elements of what a beach can do that are broken if you try to redefine them (namely the GEV stuff for transitions between road and rail). The fact the rule is in 2.01 (terrain types) and not 2.02 (hexside terrain) is another indicator that this is a full hex terrain type. The hex-side portion of the description is just a part of explaining how to define the sloped edge.

That said, maybe it's possible to redefine beaches as a hex-side terrain type, or add a new hex-side terrain type that's beach-like, but not called a beach. I think changing it to a hex-side terrain type could actually work.
2.02.3 Beach. A beach is hard, flat, and gently sloped terrain from water to land. These “beach hexsides” are shown in tan. GEVs may move through a beach hexside from land to water, or vice versa, without ending the turn at the edge of the water. If a road or railroad passes through a clear hex with a beach, a GEV may move from road/RR to water or vice versa and get a road bonus for that phase, if and only if it passes through the beach hex side.

Beaches appear only on overlays, for use in scenarios.
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