|Help Make the Map|
This is your chance to be heard and provide feedback on the design of a new set of maps as well as some new terrain features. These maps and rules are only in the playtest phase of development, which means they are neither fixed nor official in any way. It also means that it's not a finished product as many things are open to change. If you are interested in taking part in this playtesting, read on.
What we are looking for is clear and concise comments on the new maps as well as the bluff rules. Download the maps and bridge hex tiles. Grab a gaming buddy or three and sit down and play through using the scenario rules provided here. Start out your playtesting using 100 pt. army builds as per your standard tournament rules, but feel free to try higher point builds. Try putting the bridge in different places and using different army builds. When you are done, go to the message boards and leave your comments in the Help Make a Map thread. What we are looking for is:
- Where did you place the bridge (the maps have hex numbers for easy reference)?
- What sort of armies did you and your opponent use?
- How did the battle go?
- What would you keep the same about the maps?
- What would you change about the maps?
- What might you change about army builds for such a scenario? Should the attacker/defender get more points, fewer, be limited in where they can place initially, etc?
Using the maps and hex tiles provided set up the map configuration shown to the right. One player is the attacker and the other is the defender. The defender must first determine where the bridge is located (see below for more information). Defender sets up first anywhere on the upper River Playtest - 2 map, the River Playtest - 1 map or anywhere within one hex of the bridge. Attacker sets up on the lower River Playtest - 2 map, but may not be adjacent to a bridge hex or any defending unit.
The goal is for the attacker to have sole control of the entire length of the bridge before the game ends. Control is determined solely by uncontested possession of the bridge hexes and not the surrounding hexes. Play ends on turn 7, but continues until turn 10 if control is contested, checking for victory every turn. If, at the end of turn 10, control is still contested, determine victory by normal victory points as per the rules.
No attacking units may start play directly on the bridge, nor may paratroopers or partisans enter play on a bridge hex. Feel free to alter these rules if both players agree and provide feedback of your changes and how it changed the play.
You may only enter a bridge at its ends, but they otherwise function as roads. The bridge must be a minimum of four hexes long an no longer than 9 hexes. The defender may not set up the bridge in such a way that it is impossible to move vehicles or soldiers onto it. The bridge provides no cover to units. You can assume that a road runs from the end of a bridge to the nearest adjacent road. If more than one path exists of equal distance to the nearest road, the attacking player determines which one is the road. This is done immediately after the bridge is set up. Defending Royal Engineers may blow up a bridge hex as per their special ability, but for purposes of this scenario, may not do so until their forces have suffered at least 50% casualties.
These maps make use of bluffs that form a 6 hex-side bluff and a 4 hex-side bluff. Use the following rules when dealing with bluffs.
A bluffs hex has cliffs inside the hex along one or more of its hex sides. If a sight line passes through a bluffs hex and crosses one of the hex sides with a cliff along it, then that line of sight is blocked. If a sight line runs exactly along a bluffs hex side, that line of sight isn’t blocked by the bluffs hex. A bluff is a fringe terrain.
Soldiers can’t enter or exit a bluff hex through a hex side with a cliff along it without succeeding at a movement roll (4+)—this represents the Soldier having to climb the cliff to get into or out of the hex. Vehicles can’t enter or exit a bluffs hex through a hex side with a cliff along it—this type of obstacle is impassable to Vehicles.
If you are attacking an enemy unit that is in a bluff hex, and the line of sight for that attack passes through one bluff hex side with a cliff along it only, the defending unit has cover and may make a cover roll (4+ for soldiers, 5+ for vehicles).
Bluffs are examples of fringe terrain. A fringe-terrain hex contains areas of defensive terrain that modifies movement and line of sight into and out of the hex’s hex sides. Under certain conditions, a fringe-terrain hex can provide cover.
Unlike hex-side terrain, this defensive terrain is contained entirely within the fringe-terrain hex. For example, a bluffs hex has cliffs along one or more of its hex sides. Each cliff lines up against one of the hex’s hex sides, but doesn’t straddle the hex boundary.
When determining line of sight, ignore any fringe terrain in the attacker’s hex and the target hex.
Go to the message boards and discuss the maps and your play experiences in the Help Make a Map thread.