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![[Post New]](/s/i/i.gif) 2014/07/27 19:21:59
Subject: Ruins vs Buildings for a city board
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Fresh-Faced New User
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Heya!
I am in progress of working on a full city board and am torn between modeling the terrain as full buildings or ruins. I like the look of full buildings, but the rules seem really fiddly. I personally have never played using the building rules and would like some input from those who have.
For those who play frequently with the building rules, how do you like them? Do you feel ruins offer a better tactical experience or buildings? Any information would be appreciated!
Thanks.
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![[Post New]](/s/i/i.gif) 2014/07/27 19:45:36
Subject: Re:Ruins vs Buildings for a city board
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Ultramarine Librarian with Freaky Familiar
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They make for good LOS blocking terrain. You could always just have them be impassable so simplify the game a bit.
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2014/07/27 19:48:30
Subject: Ruins vs Buildings for a city board
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[MOD]
Making Stuff
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For a full city board, a mix of ruins, intact buildings and impassable structures is the way to go. Keeps things interesting.
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![[Post New]](/s/i/i.gif) 2014/07/27 20:01:15
Subject: Ruins vs Buildings for a city board
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Heroic Senior Officer
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I am a fan of intact buildings personally. For fast simple games just make it only jump troops and jet troops can use the roofs. For complicated games give buildings a transport capacity etc etc.
Its also good at blocking line of site.
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![[Post New]](/s/i/i.gif) 2014/07/27 20:10:55
Subject: Ruins vs Buildings for a city board
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Loyal Necron Lychguard
Netherlands
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I am always wondering about that too, especially with my buildings.
I own a complete set of this: http://dwilson91.files.wordpress.com/2012/01/imperial-buildings.jpg
And now I never know if I should treat them as buildings or ruins.
As buildings they could be shot at/down; but I think the rules for assaulting and shooting at/from them is easier if I treat them as ruins.
What would be the difference and what would everyone prefer for their games?
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![[Post New]](/s/i/i.gif) 2014/07/27 20:45:11
Subject: Ruins vs Buildings for a city board
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Is 'Eavy Metal Calling?
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A mix is the best, both rules and model-wise. Have large solid buildings as impassable LOS blockers, have ruins as area terrain with some parts intact enough to block LOS entirely.
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![[Post New]](/s/i/i.gif) 2014/07/27 21:37:04
Subject: Ruins vs Buildings for a city board
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Longtime Dakkanaut
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Buildings have hullpoints now, and unlike vehicles, their damage charge did not give them a boost in survivability.
So, its sort of dumb when a little meltagun shoots a 3 story apartment complex and the entire thing explodes, dealing 4D6 str6 hits to everyone inside.
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This message was edited 2 times. Last update was at 2014/07/27 21:38:03
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![[Post New]](/s/i/i.gif) 2014/07/27 21:49:09
Subject: Ruins vs Buildings for a city board
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Is 'Eavy Metal Calling?
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McGibs wrote:Buildings have hullpoints now, and unlike vehicles, their damage charge did not give them a boost in survivability.
So, its sort of dumb when a little meltagun shoots a 3 story apartment complex and the entire thing explodes, dealing 4D6 str6 hits to everyone inside.
Then simply don't use rule for buildings like that. Its clearly meant to apply to small bunkers ect, rather than huge tower blocks. Treat them as difficult terrain that provides a cover save or blocks los depending on the angle of fire.
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![[Post New]](/s/i/i.gif) 2014/07/28 02:09:49
Subject: Re:Ruins vs Buildings for a city board
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Lone Wolf Sentinel Pilot
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Have high rise buildings on both sides of the board, or else the game becomes an LOS nightmare and one player's long range infantry support is useless. Make sure you can fit a Leman Russ Tank and a half down the main roads or else vehicles become a pain to use.
Oh, and don't give only one player the sort of building that is long and has plenty of windows on the side facing the enemy. Houserule that all doors to ruins can be opened, or keep them open.
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