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Old 01-11-2018, 04:40 PM   #9
TheAmishStig
 
Join Date: Feb 2016
Location: Lancaster, PA
Default Re: BEACH Overlays/Hexes/Tiles

Quote:
Originally Posted by GranitePenguin View Post
The marsh hexside is an interesting idea and would certainly fix the "problem". The only general issue I have with introducing another hexside terrain type is they are inherently fiddly and unused. In real life, the counters are annoying and get lost/move/whatever easily, and are a bear to work with or dig out of the box. They are so unpopular, SJG couldn't even give them away as a PDF (the streams PDF was reported to have very low download numbers).

The other problem I have with making a new type, is the question: how many hexside types do we actually need? I'd rather see a more general-purpose type that can be used in multiple places than one that can be used only in a specific case. That's how we got to where we are in the first place with beaches.
Fair enough! I wasn't sure if I'd overreached / made them too powerful by using the 'escort' effects from 14.04.1 and 14.04.2 and the GEV Beach effect all in the same overlay.

I can see that, on both points...admittedly I was thinking 100% game effects and 0% on-table consequences. Thinking about it, unless I'm missing something there's really only three conditions a hex side (whether standalone or built into hexes) can affect: delay effects (streams, beaches), stuck/disabled effects (none currently, proposed as part of Marsh), and impasse effects (ridges).

As to whether we should...the best argument I have 'for' is "It doesn't necessarily hurt scenario designers", and you've already made the best argument against: "Fiddly bits can be a nightmare for scenario players"

Still, I'm already toying with a Normandy-style beachhead idea that uses beaches and ridges and 'difficult' terrain (terrain with a stuck/disable chance) to define some pristine landing spots...but if you land there, the defender is going to expect it, so it might be worth sending contingents to less-ideal spots too.

The whole discussion does also have me thinking about how to handle these same problems when I make a massive wooden monstrosity for convention spectacle purposes, too...
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