02-15-2018, 02:44 PM | #31 | |
Join Date: Oct 2005
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Re: Making Maps: Showing off and getting help
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For the same reason, I'm looking for an excuse to set a scenario at Kicking Horse Pass. Last edited by dwalend; 02-15-2018 at 04:39 PM. |
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02-15-2018, 03:12 PM | #32 |
Join Date: May 2007
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Re: Making Maps: Showing off and getting help
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02-15-2018, 04:30 PM | #33 | |
Join Date: Sep 2008
Location: near London, UK
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Re: Making Maps: Showing off and getting help
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The OGRE of the Gate: "To every bot upon this earth Death cometh soon or late. And how can bot die better Than facing fearful odds, For the ashes of his coders, And the temples of his null pointer exception?
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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02-15-2018, 08:29 PM | #34 | |||||
Join Date: Oct 2005
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Re: Making Maps: Showing off and getting help
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Ogre town hexes have to be pretty tough, and quite dense. Towns hinder movement of everything except INF, but they do have surface streets. (They break down into rubble - enough to get stuck there - when the streets get blocked.) They provide cover from accurate nuclear overhead bursts, even to huge tanks, and remarkably good protection for INF. From that I suggest that the INF are actually under nuclear-hard cover - they're able to move through multiple concrete parking garages and buildings as they traverse the hex, and can operate from under cover. Towns I think are primarily concrete, 4-5 stories at a minimum - for the whole hex. I think that translates from 2X - side cover and places to duck for tanks - and 3X - concrete overhead much of the time for INF. Quote:
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Last edited by dwalend; 02-15-2018 at 08:35 PM. |
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