Tuomo
Keeper of the Funk
As per Chas on Consimworld: http://www.multimanpublishing.com/Preorder/tabid/59/ProductID/374/Default.aspx
As others have said, board 13ab is really interesting. Love the graphic style; this is what I want to emulate in my own stuff. Points of interest:
As others have said, board 13ab is really interesting. Love the graphic style; this is what I want to emulate in my own stuff. Points of interest:
- Multilevel sewer system. I checked the rules and couldn't find anything that keeps one from moving up/down levels in a sewer, so phew.
- As I stated before, the tragic failure to make the ground level of 13aP3 (which I suppose is 13bFF3) into Level 0, thus turning that building into a glorious multi-level building, which always makes scenarios better
- Thankfully, a return to the old style wall artwork
- UN-thankfully, use of the "felt texture" orchards, which are just unnecessary and meh.
- Authentic Battle Damage (TM) on the K11 building
- A completely unnecessary jog up the hill for the road in E13-F12-F11. I will forever hate it.
- A Perry Sez just waiting to be asked: does an AFV in J19 get Hull Down with respect to K18, due to the LITTLE TINY part of the wall that seems to go up the hill? This is the kind of built-in rules confusion one should try to avoid, IMO.
- What I would wager is the smallest "building" ever to grace an ASL hex, in 13aP18. That's an outhouse for sure. (Fortunately there's bigger buildings in the hex, but yikes).
- Other OCD triggers like the way the hill crestline doesn't quite enclose the entire building in F18