Kihmbar
Member
I'm working on some scenario ideas for the Battle of Attu. I'm trying to figure out how to best represent the terrain under the battlefield conditions. There are some things I'm looking at:
1) The terrain is mountainous.
2) There are very few buildings and almost no trees.
3) The terrain is boggy, but mostly open ground, crag, and brush.
Because of the mountainous terrain, I need to use hill (or valley) boards. The problem is most hill maps have lots of woods all over the hills. Board 9 is the exception, and there is only so much I can do with that. I'd like to open up the map choices and variety by using some SSRs to take care of both items above:
- All Woods are Plowed Fields.
- All Orchard are Crag.
The first removes the woods (which I want) and also has the effect of slowing down movement because of the boggy terrain. (The scenario takes place in May, so the regular grain will be plowed fields too.) The second adds some crag to the map and also removes the trees.
I don't have any issue with the second SSR because Orchard and Crag are both inherent terrain and look similar. This would represent a minor change to most maps. However, I see the following problems with the first SSR:
a) Most of the rally terrain is removed from play.
b) Players will probably forget that the woods are plowed fields when they play because it is a significant map change.
What are your thoughts? Any tips or pointers about how to handle this would be appreciated.
1) The terrain is mountainous.
2) There are very few buildings and almost no trees.
3) The terrain is boggy, but mostly open ground, crag, and brush.
Because of the mountainous terrain, I need to use hill (or valley) boards. The problem is most hill maps have lots of woods all over the hills. Board 9 is the exception, and there is only so much I can do with that. I'd like to open up the map choices and variety by using some SSRs to take care of both items above:
- All Woods are Plowed Fields.
- All Orchard are Crag.
The first removes the woods (which I want) and also has the effect of slowing down movement because of the boggy terrain. (The scenario takes place in May, so the regular grain will be plowed fields too.) The second adds some crag to the map and also removes the trees.
I don't have any issue with the second SSR because Orchard and Crag are both inherent terrain and look similar. This would represent a minor change to most maps. However, I see the following problems with the first SSR:
a) Most of the rally terrain is removed from play.
b) Players will probably forget that the woods are plowed fields when they play because it is a significant map change.
What are your thoughts? Any tips or pointers about how to handle this would be appreciated.