Tuomo
Keeper of the Funk
WELL NOW. I think we've all learned something today, neh?
If you can suss how to play such hexes, give 'em some DASL love. Chapter J offers scope to tease this concept out a little further, especially wrt your earlier comments about how to deal with hexside terrain in such hexes.Except if the rules for 8AA1 are clarified, then the dense urban example I posted becomes viable.
The point of that example is to show that old world city blocks sometimes were like nuts that had to be cracked. Continuous outer shell of buildings and High Walls, no easy access to the more-open interior, which itself often featured high walls that broke up the land into various back yards.
This kind of thing really isnt represented much (if at all) in ASL, and IMO it'd be right up our alley (so to speak) to depict this in a geoboard or two. It's a valid and Old School tactical situation.
Can this be done without sussing out the details of hexes like 8AA1? Sure, but it wouldn't be as good, IMO. Part of the nature of these Old World cities was their density. Like any terrain, it'd be nice to have the rules support for using it.
Although this may address the road in 8AA1, I don't think it'll answer some of the questions Tom's imagined cityscape raises. If a vehicle enters AA1 across a road hexside and decides to remain in the hex (without entering the building), most would agree that the vehicle would be positioned on the AA1-AA2 hexside with its CAFP pointing to either Z1 or BB1.View attachment 19759
I've thought about 8AA1 some more, and have re-read the referenced rules, and have considered what previous posters have posted, and I think it's possible to play strictly by what the rulebook says without the need for any special rule or ruling in regard to this hex.
With regard to vehicles:
B23.4: A vehicle may enter a building hex only via VBM (D2.3), Factory Stairwell (23.742), or by risking rubble/cellar collapse (23.41) [EXC: Marketplace; 23.73]....
Therefore vehicles that stay on the road must use VBM.
D2.3: The MP cost of VBM is double that of the hex’s non-obstacle terrain (usually Open Ground) per hexside traversed; any additional terrain cost in that hex (such as SMOKE or a move to higher elevation) is also doubled. The vehicle is moving around the obstacle within the hex—not through the obstacle.
In this case the other terrain in the hex is the road, so the vehicles pays double the normal road costs (we imagine that the road is moving around the building, thus justifying the higher MP expense).
Rule D2.37 then tells us what point (the CAFP) the LOS is traced to, and along with rule B3.3 tells us that the building can block LOS but never give the vehicle building TEM while it's in bypass along the road.
board 8 annoys me period especially the horrible castle artwork...