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Sunday, 18 August 2019

Some more scatter terrain

I made this hollow - with a tea candle
inside it looks particularly menacing
I'm getting right into my terrain building at the moment.  Here are some item's I've built over the last week.  As you can see, they're keeping with the wasteland/ Cannibal Sector 1/ The Spoils theme that I've been toying with of late.  I am really liking how they can be placed upon my latest terrain tiles without looking out of place - something that I've struggled with for a long while.


Firstly, here's a mound of filth... or maybe it's a dwelling?  Definitely line-of-sight blocking and that's the intent.  Depending upon the game and scenario, I might play it as an Object i.e. it can't even be climbed/crossed.  Objects in Rogue Planet can be 'hugged', which refers to the act of a unit using the terrain feature defensively and providing a slight buff when defending.


Next, we have some piles of filth.  In many games, different terrain types can impede a Unit's move.  My intent with these was to make them as unobtrusive as possible but distinct from the rest of the terrain tile - in Rogue Planet, they would count as "...another type of terrain", interrupting a Move action.


Another feature in many wargames is "Difficult" terrain.  Such terrain additional protection from ranged attacks, but doesn't altogether block line of sight.  It is easy to imagine that steel girder is one of a virtual forest of such ruins, making it that much more difficult to lock onto a target seeking sanctuary in the area.  In Rogue Planet, Difficult terrain results in a -1 penalty to ranged fire skill checks if it is made into, out of or crosses through the area.



How about some dwellings?  I don't know what these might have once been... shipping containers?  Maybe the body of some sort of vehicle?  I deliberately made these pieces such that they could contain a unit or two.  




In The Battlefield: Miniature Modern Warfare, there's a concept of "Terrain Blocks... it assumes that a Unit occupying the Terrain is actively using it for defensive cover and as the offensive base of fire.  Likewise, it represents both the threat advantage and defensive difficulties associated with holding a position."  I'm intending of reflecting this in my R40k-type games by providing a -1 modifier for firing into such locations, but a +1 modifier firing out of them.  They cannot be fired through.   You'll notice that they are relatively small - that's quite deliberate.

Again borrowing from TB:MMW, units within a Terrain Block assume the entire block's area for LoS determination.  That particular twist, coupled with treating such Blocks as Obstacles for determination of melee engagement, should add some additional tactical spice to future games.  PS there are actually two separate Terrain Blocks in that video - I made them so they could be joined or separated.