05-26-2018, 10:54 AM | #1 |
Join Date: Dec 2017
Location: Tokyo
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Mountains, hills & gullies?
Working on a scenario that is very map dependent and replicates a part of the world where mountains, hills and gullies are involved. Since none of these terrain types are currently in any official rule book I'd come up with the following but then realized it would be a good idea to check here to see if this was already a solved problem.
3.03 Terrain. The map has terrain features not covered under general rules. 3.03.01 Mountains. Mountains are impassible to all units except infantry. Infantry units may only move one hex at a time within mountains. Entering a mountain hex completes an infantry movement phase. 3.03.02 Hills. Hills are not vehicle friendly. Use all Swamp rules for units in a hex with hills. 3.03.03 Wadi. These gullies are shown by hexes with ridges on both sides. Ridge hexside rules apply when crossing into a wadi. Units within a gully can move along the path of the gully without penalty. |
05-26-2018, 08:09 PM | #3 |
Join Date: Dec 2017
Location: Tokyo
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Re: Mountains, hills & gullies?
It is "just" clear with ridges on both sides. In the area I'm thinking of the gullies are deep enough that they might or might not work for a natural camouflage or added defense value. Haven't got that far yet and again I wanted to see if this was a solved problem or not.
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05-26-2018, 08:26 PM | #4 |
Join Date: May 2007
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Re: Mountains, hills & gullies?
You might've noticed that Ogre only assigns extra defense to units in particularly dense terrain - cities, primarily, though infantry get bonuses in a few others. This is because weapons are generally assumed to always hit (being computer-aimed nukes, after all) but in a city there might be just enough concrete between the target and the blast to mitigate its effects. You're not going to get that in a wadi.
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05-26-2018, 10:10 PM | #5 | |
Join Date: Dec 2017
Location: Tokyo
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Re: Mountains, hills & gullies?
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05-27-2018, 12:39 AM | #6 |
Join Date: May 2012
Location: Austin TX
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Re: Mountains, hills & gullies?
I like the movement rules for infantry in mountain hexes and armor in hill hexes.
How do hills and mountains affect the defense of units in that terrain? For infantry, I suggest they double it and triple it, respectively. You could also have hills give double defense to armor units to account for line-of-sight issues. Speaking of line-of-sight, do mountain hexes block LOS? They did in the Iron Mountain scenario in The Ogre Book. Agree with ColBosch about wadis. Besides, at the scale of the game (1 hex = 1,500 meters) I don't think a wadi would be visible--unless you put it on the borders of hexes, and treat it like a river in that certain units can only cross at the start of their movement phase.
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
05-27-2018, 01:54 AM | #7 | |
Join Date: Dec 2017
Location: Tokyo
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Re: Mountains, hills & gullies?
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Line of sight definitely made a difference in that scenario but for the map I'm developing mountains are only a feature on near the edge of the map so Iron Mountain rule wouldn't come into play. Regarding wadis I think you understood my intent. https://imgur.com/a/0MKZIAe In the linked file, * the GEV can move north or south but not east or west. * The infantry unit in 1412 can move any direction. * The Ogre can not move into the mountains. * The infantry unit in 2215 can move one hex in any direction and receives some level of defense bonus due to being in a mountain Note that no hills are shown. However about wadis and game scale, if we are to believe that all rivers take up a whole hex of 1,500 meters, then we can equally believe that a gully does. Neither scale nor rules are perfect but as Grandmother B taught me, you dance with the one that brought you. |
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05-27-2018, 08:32 AM | #8 |
Join Date: May 2012
Location: Austin TX
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Re: Mountains, hills & gullies?
Sorry, I meant stream, not river, regarding wadis.
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
06-01-2018, 08:09 AM | #9 | |||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Mountains, hills & gullies?
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Heres a link to the idea: https://www.flickr.com/photos/128248...posted-public/ Basically Mountains are Ridge terrain that can only be moved into by Infantry. Where Ridges can be moved through with Infantry and OGREs. What about Mountain that is impassable to all units. This would represent clifflike terrain, like the Grand Canyon for example. Quote:
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Just an observation, in OGRE MINIATURES, Page 24 we have Revetments and Walls that offer defensive bonuses.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 06-01-2018 at 08:18 AM. |
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06-01-2018, 12:29 PM | #10 |
Join Date: Jan 2005
Location: Minnesota
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Re: Mountains, hills & gullies?
I like the full hex mountains. Really, if it's not big enough to take up a hex, is it really a mountain?
Hills make sense. I presume it's effectively swamp without the defensive bonus for infantry? And as much as I like giving infantry bonuses, mountains are not necessarily good defensive terrain. |
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