Urban Scenarios
by T. Jordan "Greywolf" Peacock
29 Jul 1996

For those who may have read my earlier article/post regarding using buildings and catwalks for an "urban" setting, I figured I might as well post a follow-up after we've played a few battles using such terrain.

One thing we've found (using the scenario rules described earlier) is that, unless there is a specific objective located on one of the higher levels, the action will tend to take place on the "ground level", often leaving the network of catwalks and platforms virtually untouched. After all, there is no real "height advantage" to be gained, and being on top of a platform generally means you're out in the open ... while being at the base of a building means that at least you can get hard cover by hanging around the corner. There's no real "height advantage" to be gained, after all.

Anyway, here are a few things we tried doing differently from the scenario rules (and terrain construction suggestions) described earlier:

Look Out Below!

One scenario to try, in order to make sure your pretty buildings and catwalks are used, is to assume that the buildings on the table represent all of the "standing" area. Any exposed table represents a very long drop to certain doom. You will, of course, need enough buildings to cover most of the table -- We made use of various pieces of styrofoam packing, plastic containers and other items to add to the floor-space available. Of course, you'll have to make sure that the available walk-space extends into each player's deployment zone.

Any area of uncovered table is impassable terrain. If, theoretically, someone were to step off into that area, they would be out of the game. However, under current rules, there's not really any way to force anyone off the edge, so it's a moot point for the time being.

For characters able to ignore all terrain penalties (Shadow Walkers, Deathbringers and Callistonian Intruders, at this writing), they may pass through "open" areas, but must end their turn on solid ground. They can't stand out in the middle of the air.

(We don't have the rules finalized or playtested yet, but we're considering some scenario rules for some "bad weather" conditions to introduce a chance of falling off of narrow catwalks due to "kickback" (for un-braced firing of heavy weapons) or "knockback" (for being hit by an explosion). Since introducing "knockback" could have implications beyond just this scenario, we're still kicking the house rules around.)

Self-Sanding Catwalks

My original idea for catwalks was unabashedly ripped off from Necromunda's setup, with catwalks just consisting of cardboard or wooden or plastic lengths braced across platform areas of various "buildings". However, we've found this to be less than sturdy. Rather, I've found it better to make the catwalks self-standing structures. I found I could easily do this by taking some toilet paper and paper towel cardboard tubes and hacking off bits at 3" or 6" long to serve as supports for each end of my "catwalk" structures. (Most of my "catwalks" are about 50mm wide. My narrower ones will require other means of stabilization, I think.) The catwalks may still wobble a bit, so you might want to add a wider base at the bottom of each. We found that this greatly improved the stability of the catwalks and reduced how much they would be "knocked around" during movement of miniatures. Plus, it allowed me several new ways of arranging catwalks in relation to the buildings, since I wasn't required to overlap the ends of each catwalk over a platform to support it.

Steps

We found it a lot simpler to just rule that, when ascending steps, one simply measures on the horizontal, rather than trying to follow the diagonal of the steps. Sure, there might be some problem with physics, the idea that someone could walk up stairs just as far in the same time as they could run horizontally, but the lessened hassle is worth the trade-off.

Height and Range

However, we did decide that measuring on the diagonal seemed to work better when determining range when firing at a target at a far higher elevation. We ended up with silly situations where a model would be at the bottom of a tower, while another would be at the top (up to 12" away, vertically), and according to the game, it would only be 1" distance for purposes of range. So, we decided to measure directly along the line of sight ("on the diagonal", as we've been calling it .... or "on the vertical" in some cases!) with the help of a wooden dowel marked off in inches.

When shooting DOWN at a lower target, though, for the time being we've been allowing the attacker to measure on the horizontal instead. After all, even if it's 12 inches to the base of the tower and he can only throw a grenade 4 inches, what's going to happen? Is the grenade going to stop in mid-air? We don't think so.

Anyway, that summarizes our major findings for now. We're also considering trying different "weather conditions", such as fog (limits maximum LOS to, say, 20 inches or so?) and other things which might change our way of doing things ... and perhaps a random scenario generator so that we come to a battle with our lists without knowing EXACTLY what sort of battle we'll be facing -- forcing us to make the best of our troop selections which may not necessarily be tailor-made for the terrain on the board.

If you've run into anything similar to the problems we've run into (and perhaps come up with different solutions), I'd like to hear from you!

This page is maintained by
Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1