I am currently designing scenarios that include KWASL's steep hills rules (W. 1.3). In addition to scenarios set in Korea the majority of these scenarios take place in WW2. The purpose of this thread is to discuss your views on these rules and if these should be expanded. I can use more feedback.
After six months of testing and playing nothing but Steep Hill scenarios I have really become fond of these rules. Your set up is different--no tanks can set up in steep hills unless it is on a road hex). Tactics are different. AFVs will not climb a hill and try to bypass freeze your opponent in a building on a hill that is not adjacent to a road hex. Steep hill hexes are concealment terrain. You assaualt move with a -1 DRM coming back at you.
Now, place caves in steep hill hexes and what type of game play does that bring forth.
So, this is the idea. I can use any feedback (yes, silly feedback is always accepted--I love a good laugh!) on this. Are there any other nuances you have uncovered through game play?
Thoughts? What is wrong or right about these rules?
Please, fire away.
After six months of testing and playing nothing but Steep Hill scenarios I have really become fond of these rules. Your set up is different--no tanks can set up in steep hills unless it is on a road hex). Tactics are different. AFVs will not climb a hill and try to bypass freeze your opponent in a building on a hill that is not adjacent to a road hex. Steep hill hexes are concealment terrain. You assaualt move with a -1 DRM coming back at you.
Now, place caves in steep hill hexes and what type of game play does that bring forth.
So, this is the idea. I can use any feedback (yes, silly feedback is always accepted--I love a good laugh!) on this. Are there any other nuances you have uncovered through game play?
Thoughts? What is wrong or right about these rules?
Please, fire away.
Last edited: