Paul John
Senior Member
Happy Birthday Dave!
Happy Birthday Dave!Imagine how much tougher it is for my 75 y/o brain. Say happy birthday today to me!
I like this. I'd also appreciate an SSR that allowed a hull down roll in open ground to represent folds in the ground.
I agree that there should be logic in road networks. But you know, if you made all those logical road connections, you'd see roads... all over the place which would probably look weirder.Only nitpick I would have, assuming this isn't a mimic of a real road network is that without some reason to drive to the blue area, the road(s) would probably go along the red line(s)?
You must be really bored.To be fair, here's what I would say about Board 3:
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It seems like the left side of the board is a different beast than the center or right; you go from barren hills to village to other hills. Maybe add some Woods, grain, or even buildings on those hills?
And I want those Artillery gunners on MY side - that's some pretty accurate Shellhole placement along that road there! Didn't they ever MISS? ;-)
I don't really get the Grain placement here - most villages don't have random grainfields sitting between the buildings. For that matter, the Woods mass around Q4 seems like an odd thing to have in the center of town, especially with a Wall through half of it.
That combination Woods-Building-Road hex in I1 is just a rules nightmare waiting to happen. Ditto for the Building-Road in I10. Just bump the buildings over a hex and you'll lessen Joe ASLer's brain strain by 78%
So, yeah. Art By Committee is rarely a good thing. Except of course when I comment on things; my suggestions are always great.
Those were the engineers blowing up the road to force your vehicles onto the barren hills into the killing zone. No arty involved.To be fair, here's what I would say about Board 3:
And I want those Artillery gunners on MY side - that's some pretty accurate Shellhole placement along that road there! Didn't they ever MISS? ;-)
Not all the neighbors keep their grass trimmed as the British being notorious for using nail scissors. Nor do the neighbors all water their yard, so it may indeed grow as high as grain and turn yellowish. Maybe, those neighbors even smoke grass, you see...I don't really get the Grain placement here - most villages don't have random grainfields sitting between the buildings.
Waiting to happen?!That combination Woods-Building-Road hex in I1 is just a rules nightmare waiting to happen. Ditto for the Building-Road in I10.
The designers of board 3 were young and needed the money. Give'em a break.So, yeah. Art By Committee is rarely a good thing. Except of course when I comment on things; my suggestions are always great.
Victory Gardens? My grandparents had them.To be fair, here's what I would say about Board 3:
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I don't really get the Grain placement here - most villages don't have random grainfields sitting between the buildings.
I was more suggesting one red line or the other, not necessarily both. Them horses don't like pulling the wagon up a hill for no reason.I agree that there should be logic in road networks. But you know, if you made all those logical road connections, you'd see roads... all over the place which would probably look weirder.
Ah, someone beat me to my comment...Victory Gardens? My grandparents had them.
In many if not most parts of rural Europe, in the east, south and the west of Europe, in the early 1940s there were undoubtedly lots of roads, on paper, but in practice these were little more than trails or open field tracks, not up to the-then-modern standards of major and paved roads, and not up to producing the effects depicted in the rules for even unpaved roads in ASL. At least on a seasonal basis, as roads should have been (but were not always) rebuilt from washouts, etc. each year in the spring.I agree that there should be logic in road networks. But you know, if you made all those logical road connections, you'd see roads... all over the place which would probably look weirder.
SSR: Road movement bonus only applies to Paved Roads.In many if not most parts of rural Europe, in the east, south and the west of Europe, in the early 1940s there were undoubtedly lots of roads, on paper, but in practice these were little more than trails or open field tracks, not up to the-then-modern standards of major and paved roads, and not up to producing the effects depicted in the rules for even unpaved roads in ASL. At least on a seasonal basis, as roads should have been (but were not always) rebuilt from washouts, etc. each year in the spring.
This was true even of rural roads in America, and certainly far more typical in mainland Asia.
So it might make some sense for ASL unpaved roads, especially away from larger villages, to simply end (disappear), only to reappear later somewhere else on the same (or another) mapboard. Depict the gaps in such roads, when and where even shown on a map, as if a "trail break"?
I would suggest that as long as an unpaved road is not specified as being "soft" (referenced only in D8.21, but this conditionn presummably be specified by SS), road movement bonuses would also apply to it.SSR: Road movement bonus only applies to Paved Roads.
If you think the idea of LOS limited to X hexes is the same as "all X terrain is really Y terrain," then you must think the same is true for NVR!To me that sounds like "all X terrain is really Y terrain". Sounds easy to write out but we all know that's tougher to sell to players than Slopes. -- jim
This rule never really made sense to me; I could not visualize what they were trying to portray (and they provided no illustration).There’s always the Alpine Hills option (B10.211) that can be invoked by SSR to simulate this sort of thing - but I never liked it as it was too restrictive and I had to visualize this and remember the rule during play. Danger zone for almost 62-y/o brain.
I don't play night scenarios so I really wouldn't knowIf you think the idea of LOS limited to X hexes is the same as "all X terrain is really Y terrain," then you must think the same is true for NVR!