09-14-2018, 01:49 PM | #11 |
Join Date: May 2012
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Re: Ogre Playmat M2?
Pledged at $28, and I definitely intend to order a second mat at the backerkit stage. Can we please make sure that's doable?
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09-14-2018, 01:58 PM | #12 |
I do stuff and things.
Join Date: Aug 2004
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Re: Ogre Playmat M2?
Yes. We will offer the option to order more mats during the BackerKit phase of the project.
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Battlegrip.com, my blog about toys. |
09-16-2018, 10:41 AM | #13 |
Banned
Join Date: Apr 2017
Location: Milan, Italy
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Re: Ogre Playmat M2?
Pledged at 28 USD.
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09-24-2018, 11:55 AM | #14 |
Join Date: May 2012
Location: Austin TX
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Re: Ogre Playmat M2?
They have an image (not final) of M2 on the Kickstarter page. And yes, it appears to be the Iron Mountain map.
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
09-24-2018, 01:20 PM | #15 |
Join Date: Jun 2012
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Re: Ogre Playmat M2?
A few questions about the map:
Will the hexes be numbered? The lack of hex numbers on past Iron Mountain maps has always been a hindrance. On the original map all of the road hexes on the side of the mountain had “Cliffside” edges opposite the mountain. It’s not clear from the image if that is the case here. It would appear that some of the road hexes bordering the valley have cliffsides and others do not. If that is the case it makes the map more flexible but fundamentally changes the Iron Mountain scenario. It would be better to match the original map but to note that scenarios will specify whether (or not) the "cliffs" are a barrier to movement. Personally I would have preferred that the valley had been made a body of water and put the forest and green clear hexes on the mountain as a plateau (presumably inaccessible from the road in the Iron Mountain scenario due to steepness – but again this could be a scenario specific rule). This would make the map great for an amphibious landing scenario with two distinct bays and the “road” serving as beaches. I’m not sure I like the presence of the contour lines. It feels like a completely different style than the rest of the map. I would like to see how the map would look with identical mountain hexes. This might also blend better with overlays. Is there any possibility of creating 2 or 3 different versions of the map and having a survey to determine which backers find to be the most appealing? |
09-24-2018, 02:26 PM | #16 |
Join Date: Dec 2016
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Re: Ogre Playmat M2?
It would be very nice if at least one edge of M2 was designed to blend with at least one edge of M1 and the road connected.
Then we can do The Big Bus run to Denver too! :3 (Among other bigger map scenario options)
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All-Purpose Gaming Blog: Goblinhall |
09-24-2018, 02:40 PM | #17 | |
Join Date: Feb 2016
Location: Lancaster, PA
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Re: Ogre Playmat M2?
Quote:
I'm personally hoping that it's one of those things easy enough to ignore...it'd be nice to be able to use the mat for something other than that one scenario, otherwise it's going to spend way too much time in its tube.
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Andy Mull MIB Agent #0460 Ogre 134th Battalion Lancaster, PA Imgur: https://agent0460.imgur.com/ |
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09-24-2018, 04:57 PM | #18 |
Join Date: Jun 2013
Location: Southern Carolina
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Re: Ogre Playmat M2?
What does the yellow/gold hexes represent on the M2 play mat?
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09-24-2018, 05:09 PM | #19 | |
Join Date: Jun 2012
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Re: Ogre Playmat M2?
Quote:
I always thought this map would work well with a variable terrain key rather than using the standard terrain graphics (so, for example, the road could be a river in a different scenario or, as I said before, the areas below the road could be considered water and the road could be "beach"). Scenarios might also specify the height of the mountains. In Iron Mountain they can't be entered and block line of sight but shorter mountains might be accessible to infantry and other units might be able to fire over them (perhaps with a range penalty?). |
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09-24-2018, 05:14 PM | #20 |
Join Date: Jun 2012
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Re: Ogre Playmat M2?
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