Justin Posted May 12, 2015 Report Share Posted May 12, 2015 I think city boards can word great, just with most of the buildings being impassable terrain, a few that you can enter and shoot out of windows and such and a limited amount of climbable/vantage point terrain. I just wouldn't do a giant city underhive and expect models to change elevation constantly unless you do as Omen suggests and house rule a few things. 1 Quote Link to comment Share on other sites More sharing options...
Sholto Posted May 12, 2015 Report Share Posted May 12, 2015 I think city boards can word great, just with most of the buildings being impassable terrain, a few that you can enter and shoot out of windows and such and a limited amount of climbable/vantage point terrain. I just wouldn't do a giant city underhive and expect models to change elevation constantly unless you do as Omen suggests and house rule a few things. I disagree. Provided you don't treat stairs as climbable terrain (and the rules specifically say you shouldn't), then provided your terrain has plenty of stairs between levels you can easily incorporate elevation changes in your games. If you have lots of blank walls with no way up or down them then you might as well be playing in a canyon, but cities have steps and stairs galore and so should decent city terrain. 1 Quote Link to comment Share on other sites More sharing options...
scarlett fever Posted May 12, 2015 Report Share Posted May 12, 2015 I also spent a lot of time making a pretty board with multiple levels. It's eye catching and gets a lot of attention but I don't use most of the elevations in it anymore, especially if I want a competitive board. It skews the balance of the game towards very particular crews. Pity as I much prefer the look of boards that use the 3rd dimension. As Justin mentions you're best to go with a limited amount of high terrain. I'm also a fan of cylinder LoS, seems to be the cleanest implementation of multi-level mechanics I've come across. Quote Link to comment Share on other sites More sharing options...
Nukemouse Posted May 12, 2015 Report Share Posted May 12, 2015 The times I've really seen elevations used are either with from the shadows models appearing on top of stuff (usually balconies etc) or with hills. Seriously when you put a hill in the center of the table and then do any of the line in the sand or similar "center" schemes/strategies the game changes quite a bit. Quote Link to comment Share on other sites More sharing options...
Tzarcastic Posted May 12, 2015 Report Share Posted May 12, 2015 Great. So, at the risk of exposing my ignorance, what is "cylinder line of sight"? Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted May 12, 2015 Report Share Posted May 12, 2015 It means you can draw line of sight to and from anywhere above your model's base up to its Ht stat. In some games you draw line of sight to the actual model instead so the pose and way you base it affects how it functions in game. Quote Link to comment Share on other sites More sharing options...
Tzarcastic Posted May 12, 2015 Report Share Posted May 12, 2015 Ah, that makes sense. Thanks! Quote Link to comment Share on other sites More sharing options...
SpectreEliteGaming Posted May 13, 2015 Report Share Posted May 13, 2015 Actually, I think that the height rules are janky and annoying. Height is always a difficult interaction that wastes time (tourney settings) and generally isn't worth it. I fully support a 2-D Justin Gibbs style of game. I never throw snipers in towers (I want them mobile for scheme marker dropping). From what I've seen most players do not like this, however, but I like a focus on simplicity of play to make things flow better. What I hate is when I see people ruling terrain in a skewed way to specifically give them an advantage (pigapult shooting gremlins on buildings, for example). You might say a good player would just bring appropriate models - and this is true (ama, valedictorian and watchers are great choices) - but more often than not that usually results in me playing a gimped game I'm no longer going to enjoy. 2D all the way. 1 Quote Link to comment Share on other sites More sharing options...
Omenbringer Posted May 14, 2015 Report Share Posted May 14, 2015 I never throw snipers in towers (I want them mobile for scheme marker dropping). I hate the term "Sniper" being applied to any model in this game. Even from diagonals the range is not that great. In truth the scale range for Malifuax isn't even difficult for most barely skilled shooters to reliably hit. But that is a discussion for another thread. Quote Link to comment Share on other sites More sharing options...
Bengt Posted May 14, 2015 Report Share Posted May 14, 2015 I never throw snipers in towers (I want them mobile for scheme marker dropping). Hans' true calling: scheme runner. 1 Quote Link to comment Share on other sites More sharing options...
SpectreEliteGaming Posted May 14, 2015 Report Share Posted May 14, 2015 I counter by asking: "Who actually fields Hans?" Also, I was thinking pathfinder/trappers when I made that statement - I should have been more specific. Quote Link to comment Share on other sites More sharing options...
zFiend Posted May 14, 2015 Report Share Posted May 14, 2015 I counter by asking: "Who actually fields Hans?" That's a tough question. I've been trying to see the value in him but no, it escapes me every single time I think about hiring Hans. 1 Quote Link to comment Share on other sites More sharing options...
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