Friday, July 6, 2007

DESERT HEAVEN

Here are some desert maps I've made. They are based on the Original Starter set maps. They still need some finishing touches, but I'll get around to that some other time.


Click on images to enlarge. Images must be converted from RGB to CMYK before printing.

Here's the completed setup.


SUGGESTED MAP MECHANICS, COMPLIMENTS OF COLONEL COO:

INVERTED RIDGELINE/DEPRESSION: Plays as road for vehicles. Does not block LOS. Provides limited cover to Soldiers and Vehicles (-1 to cover rolls).

DEFOLIATED: Entire map impacted. All attacks against aircraft by units with Anti-Air occur at 1 hex closer than measured. Units with THIN WHEELS gain +1 speed. Vehicles without an attack ability at medium or long range gain +1 speed.

LOOSE SAND: Soldiers that move into or out of this hex during their movement phase gain -1 to hit on all attacks until the end of their next movement phase. This terrain does not provide cover.

Logic: Hard pan was a much better environment to walk upon. By deliberately walking through the loose sandy areas, soldiers would increase their heart rate and breathing; thereby, decreasing their accuracy. Movement during combat sacrifices SPEED for no combat.

LOOSE ROCK: Attacks against soldiers in this hex gain Shrapnel 2.
This terrain provide limited cover for soldiers (-1 to cover rolls) and does not block LOS.

HARD-PAN: Common clear terrain of the desert. The first hex entered by a vehicle during any movement counts 2. Attacks against units in this hex gain 1 additional attack die. This hex does not block LOS.

BOMBED HARDPAN: This hex counts double for all movement. It provides limited cover for soldiers and vehicles (-1 to cover rolls). It also counts as hard pan. (yes it could count 4)

DESERT SCRUB: Blocks LOS when attacking Soldiers.