Hit List

1/4/09

THIS IS NOT "SEX IN THE CITY" III


Page 77 of Remix describes three different types of terrain: open, rough, and impassable.
  • Open terrain in urban fighting would include any section of smooth, even ground. Examples of this type of terrain would be uncluttered streets, flat rooftops, and suspended walkways.
  • Rough terrain in cityscape environment would be sections of rubble, ruins, waterways, vats, sewers, and rooftops with mazes of pipes.
  • Impassable terrain in a cityfight includes cliff faces, some structures, and other natural or man-made features that completely prohibt movement.

Although there is no hard, solid facts on what is “large” or “small” terrain in a game of WARMACHINE, there are guidelines for League games that provide sizes and shapes for certain kinds of terrain. The only key is that all players agree on the terrain to be used, and that the terrain isn't designed to purposely aid or penalize a certain player.

While we're at it, we might as well discuss Obstacles and Obstructions. More information about both of these may be found on pages 77-78 of Remix. Simply put, these are two different types of terrain that affect movement.
  • An obstacle is up to 1” tall. An advancing or running model can climb upon, across, or over by spending 2” of movement. If the obstacle is at least 1” thick as well, a model cn stand on top of the obstacle as well. (I immeadiately think of Allister Caine standing on a crumbling stone wall, popping off shots at enemy troopers.)
  • An obstruction is any terrain feature greater than 1” tall such as a building, water tank, or large pipeline.

Elevation in cityscape games is handled the same way as in a normal game of WARMACHINE as described on page 78 of Remix.

Hazards are handled in the same manner as described on page 78 of Remix.

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