Additional terrain tiles

10 years 9 months ago #720 by STWRD
I've been wanting a little more variety in terrain and I wanted to hear other people's take on some of my ideas.
Obviously, adding these tiles is a bit of a problem, right now we're using scratches of paper during random games.

Tall Grass
Movement: Foot units: Stop. No movement restrictions for mounted units.
Battle: Remove one die from Close Combat when attacking a unit in or from tall grass. The first flag rolled against a unit standing in Tall Grass is replaced by a HIT.
Line of Sight: Tall Grass blocks LoS on Light Foot Units.

Tall Grass reflects different types of terrain, really. It can also be grain fields and thicket/scrub forest. It favors mounted units in terms of movement, light foot units in terms of protection against ranged attacks, and heavy units in Close Combat.

Cliff Walls
Movement: Impassable.
Battle: No CC. A Ranged Attack from up high adds one die. A Ranged Attack from below is reduced by one die.
Line of Sight: No LoS is blocked by cliff walls except for units standing on top of the cliff wall.

Right now we use rampart tiles for these and determine beforehand which are cliffs. We place Hills at the ends of a cliff to reflect movement up and down, fighting from a hill to a cliff wall is handled the same as hill-to-hill. I suppose Siege rules can be applied the same way as they can to fortified walls but we've never used them.

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  • alecrespi
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10 years 9 months ago - 10 years 9 months ago #724 by alecrespi
Replied by alecrespi on topic Re:Additional terrain tiles
Hi Steward,
these sounds nice.
They could easily added to some Vassal module or even print on cardstock to be used in real palys... anyone whit some "graphical ideas" for Tall Grass or Cliff Walls?

These are my "two cents" for the grain/wheat terrain...
Last edit: 10 years 9 months ago by alecrespi. Reason: attached image

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