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Elevation in a miniature game

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Tribalxgecko
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I have hit a bit of a road block in how to -clearly- handle elevation in a miniature game I am designing. I have been through a variety of options, but they all seem either too complex, too simple, or just...odd. For those of you familiar with miniature games, have you come across any systems that handled it very well, or have any ideas? I have tried elevation rules similiar to Warlod (Reaper Games), and though I like the system, it can be a little odd, plus I don't want to take their idea. I have tried ignoring it (which simply did not work).

A couple other questions:
Would archers and similar troops really get a bonus from elevation in real life? I don't have any archery skills, so I have no idea. I would think an arrow could travel much further, but I don't think they could aim any better, aside from some cover not helping the target.

What about in melee combat, does slight elevation really help any?

Dralius
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You’re not taking their idea.

You’re not taking their idea. Elevation advantage is used in plenty of combat games.

As for melee it takes more effort to go uphill than downhill so if you’re trying to push a line or overbear an opponent the uphill group has an advantage.

bonsaigames
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Agreed

Dralius wrote:
You’re not taking their idea. Elevation advantage is used in plenty of combat games.

As for melee it takes more effort to go uphill than downhill so if you’re trying to push a line or overbear an opponent the uphill group has an advantage.

We need a "Like" or "Agreed" button, it would really cut down on the number of "me too" posts I feel the need to make.

Have you looked at Heroscape? It has a very simple elevation and LOS system. Of course it requires 3D terrain for your minis to stand on and obstacles to hide behind.

Aquilius
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Scale

What is the scale of your game? Is it a skirmish game or a battle scale game. You must always ask yourself what type, and how many decisions do you want to saddle your player with. Remember: less is more. In a skirmish type game the details like elevation become more relevant than in a battle size game, where you are trying to keep thing as simple as possible. I’m assuming your period is ancient or medieval? In those periods it was fairly standard to occupy higher ground simply to rob the enemy of impetus if they charge you. Hills also had some value for scouting, and were used with other types of terrain (like rivers) to anchor your flanks. It really depends on the scale of your game. In a skirmish type game you could list various types of higher ground and list the effects and bonuses of each for various units. In the far more elegant situation of a battle scale game I’d hardly bother with it, maybe just give formations a “line of sight” bonus.

Catelf
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What kind of elevation?

Tribalxgecko wrote:
What about in melee combat, does slight elevation really help any?

I have always been put off by skirmish rules that gives any kind of attack or damage bonus for being on higher terrain.
I mean, are any here familiar with an old arcade game called Golden Axe?
In that, standing on a higher elevation was a notable disadvantage, that could be used against the enemies: Just chop at their legs, while their attacks goes over your head!

But, there is a great note in that with slopes, too, that was mentioned before:
Someone that is higher on a slope, (not just any elevation, just slopes,) could add a bonus on strength or such, but, if successful, must move one step down the slope!
Also, there should be a risk for the one pressing like that, to fall to the ground from imbalance!

In reality, it seems like there has only been one reason for being on higher ground, namely to stop the opponent's momentum(giving more time for archers and so on) ..... and perhaps to scare the opponent with your own unhindered charge.

But then, i'm no real history buff, so if anyone knows better, then do correct me.

Tribalxgecko
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See, I tend to agree with you

See, I tend to agree with you on this. At the moment I have kinda glossed over the higher ground aspects of elevation. I have the rules working, but I know such issues will come up so i am trying some different things in playtesting to see what works. I want to keep them quick and simple, but some aspects just don't lend themselves to that idea. Such as melee combat on a slope. I don't think either the unit on higher or lower ground really gains any actual melee advantage, but I could see a bonus being used for something like bull rushing, charging, or something along those lines. Or vise versa (penalty to unit on lower ground).

The only really big obvious aspect that I see is movement up the slope being slowed, and movement down being increased (though I doubt I will use the latter). And like you mentioned about the archers. Putting them on higher ground does give them a tactical advantage I would think. Any archers out there know if this is really the case? Would an arrow travel further (do to needing less elevation in flight). Perhaps even ignoring some types of cover...

Tribalxgecko
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Quote:What is the scale of

Quote:
What is the scale of your game?

It is a standard 28mm skirmish level game, so terrain and elevation will come into play a bit more often. I actually have a setup sort of like what you said, in where I list a variety of terrain types (and examples of each), and list the bonus or penalty the units take from them. I kinda did a generic aspect though and lumped stuff together, such as walls, bushes, and small boulders being put into a 'cover' sort of terrain. So far so good, besides a few little aspects, like I mentioned above.

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