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 Post subject: Re: Terrain and Cover
PostPosted: Sun Oct 16, 2011 4:44 pm 
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But it makes sense. It would be harder to hit someone ducking behind a tree then it would be to hit some one out int the open

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 Post subject: Re: Terrain and Cover
PostPosted: Mon Oct 17, 2011 4:12 am 
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note: i'm assuming terrain doesn't have anything to do with cover, but with movement and healing and whatnot, but that cover, which you can nominate something to be, addresses defense bonuses.

let's say that cover is something that IS inside terrain. imagine a forest. if you want to move across it, it cost X" extra to do so. you and your opponent have to agree, before the game starts, whether or not standing behind a tree will also get you a cover bonus.

what i'm trying to say is that something is automatically terrain, for which we maybe have to make a chart for in the rulebook, and that players then decide what kind of cover bonus it gives, if it gives a cover bonus at all.

that chart would be for different effects of terrain. though we don't need to go that complex yet...

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 Post subject: Re: Terrain and Cover
PostPosted: Mon Oct 17, 2011 9:51 pm 
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i agree, it could be as simple as: light cover; dangerous terrain
(of corse it could be slightly more complicated too ;) )

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 Post subject: Re: Terrain and Cover
PostPosted: Mon Oct 17, 2011 10:07 pm 
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Simple is better

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 Post subject: Re: Terrain and Cover
PostPosted: Tue Oct 18, 2011 3:30 am 
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well, we have to keep it kind of simple, but not underdone.
so we agree that cover is a piece of terrain you nominate to be cover? b/c then we can move on to what effects terrain might have, and how it does so.

one obvious effect of terrain like walls, ruins and other hard-to-pass terrain would be that your movement is slowed. i do think 1/2 movement is a little much, but it should be something like that right?

there were also other ideas (medi-packs inside abandoned hospitals etc.) but let's work them out one at a time.

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 Post subject: Re: Terrain and Cover
PostPosted: Tue Oct 18, 2011 6:41 am 
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maybe use an extra inch of movement for every 2" you move? so i move 2" into a thick forest and i use 3 movement, or 4" with 6?
i would say that the extra one is used up first though, so even if you only move 1" in, it still costs 2 movement.
(movement could mean speed or whatever, i just meant 'N' of your total 'X')

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 Post subject: Re: Terrain and Cover
PostPosted: Tue Oct 18, 2011 8:10 am 
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and BOOM! we have a new problem. :)

is "speed" what we use to determine how far a model can move? in the DPDD's matt has used to say models move up to 6".(?)

that could be because we haven't talked about that yet...

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 Post subject: Re: Terrain and Cover
PostPosted: Tue Oct 18, 2011 9:18 am 
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I say each unit get some many MP. It cost one MP to move one measure unit one flat open land. Then we say for some area it cost two MP instead of when 1. Or Even it cost 3 MP to move two measure unit.


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 Post subject: Re: Terrain and Cover
PostPosted: Tue Oct 18, 2011 7:12 pm 
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I like the above idea, though I dont think it should be called movement points. Just call it movement, keep it simple

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 Post subject: Re: Terrain and Cover
PostPosted: Wed Oct 19, 2011 5:38 am 
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do you mean movement (points) to move the full distance or to move 1"? so would there then be a total of MP per squad or per model?

i think i would like the "speed" idea better. every model has a "speed" stat (like in WHFB) that tells you haw far the model would move.then fore very two inches you try to move, it would cost 1 more (like saltine stated above)

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 Post subject: Re: Terrain and Cover
PostPosted: Wed Oct 19, 2011 8:53 am 
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slaughtergames wrote:
do you mean movement (points) to move the full distance or to move 1"? so would there then be a total of MP per squad or per model?

it would be kinda hard to do it for a squad if you can add models to it, but im not sure if we have set squads limits or not

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