Showing posts with label Terrain. Show all posts
Showing posts with label Terrain. Show all posts

Monday, March 13, 2017

3D Printing: Building A Better Infantry Base



Games Workshop bases. For better or worse, we're all used to them (or their many copy-cats). But while assembling my large order from Anvil Industries to make a copyright-legal army for WarStrike,   I had to decide what kind of bases to use for the figures that didn't come with any.

And since I've got a nice 3D resin printer... Well, I think I've come up with something much better than the norm.

Saturday, April 30, 2016

Table Setup & Mission Rules: Part 2


Here's the next two pages of rules for setting up terrain prior to rolling a mission. This time covering Rivers & Roads, which are terribly under-used due to the problems that an inconsiderate placement can cause. These rules seek to lend some structure to their placement so as to avoid some of the more common problems.

Saturday, May 31, 2014

New Shooting Chapter: Part 3


Here's part 3 of the new Shooting Chapter, which covers area terrain and woods.

Friday, May 9, 2014

Idea: Burning Terrain

Image From Battlefield 4
I've got some ideas for how to handle burning terrain that I want to run by everyone. Particularly Eriochrome, for the mathematical take on it.

Monday, April 29, 2013

Refining Visibility Some More


Ok, so the new visibility system was all well and good... until I had to sit down and write clear rules for the terrain effects. Block city. If the rules are too weird/complex for me to easily figure out clear rules for, then it indicates a problem. So I'm taking the weirdness down a notch, and de-coupling the visibility of a target more from the terrain Evasion modifiers. In a hybrid of the old and new systems.

Friday, February 1, 2013

The Basics: Terrain (Ver. 0.51)

Pic From Adepticon 2011
Sorry for the lack of an update yesterday. But I started writing the Terrain rules for Shooting Visibility, and then realized that I was spending a lot of time on low-level descriptions/definitions that really belonged in the basic introductory chapter. So I broke those definitions out into their own section. But since those definitions also affect the movement chapter, I ended up working on 3 sections at once! Whew!

Anyhow, here's those definitions. The Visibility rules will follow shortly. :)

Wednesday, January 2, 2013

Concept: Terrain As A Part Of Your Task Force


As I've been writing up the next mission concept, I found myself getting off on a tangent that I've decided requires it's own post. That being the idea of including terrain as part of a player's army. So that during deployment, you can put down some smaller, tactically important bits to modify the play field; instead of simply being at the mercy of whatever the table layout + mission does to you.

Sunday, November 25, 2012

Quickie: Fortifications Done Right

The Trenches, Andrew Howat
Since we're going to be mirror-matching the test forces for a while yet, I want to spice up the test missions a bit. With the help of some pre-painted Pegasus Hobbies sandbags ($20 for 36") and barbed wire ($15 for 36") from the local hobby store, I want to have a mission where the defender is dug in against a superior foe.

Monday, November 19, 2012

Updated Outline: Action Phase - Part IV


Here's the rest of the Shooting outline, covering terrain effects.

Monday, September 17, 2012

First Test Scenario And Terrain Layout

101 Views of the Sandias #9: Rain Dance
Sandwyrm here. As part of our testing packet, I figured that I ought to come up with a basic objective scenario and a standardized terrain layout standard of some sort. Let me know what you think of this.

Tuesday, June 12, 2012

Rules: Movement And Terrain (Ver. 0.2)


Sandwyrm here, with an update on the Terrain rules. This one's a bit different though, as I'll just be posting screenshots from the PDF. So you can get an idea of what the final iBook/PDF will be like.

Sunday, June 10, 2012

Concept: What Is A Building?

A. Tkachev, S.Tkachev. Farewell to the beloved home.
Sandwyrm here. After I posted the rules on Movement and Terrain, MasterSlowPoke asked a question that I decided needs a fuller explanation. Particularly since 'Buildings' as opposed to simple ruins, are so little-used in 40K.

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