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Tuesday, 25 November 2014

Game Design: Part 4; Terrain and Movement

When it comes to movement, the basics are very simple to grasp either all units move the same distance or different units have different movement values to add some variety and add a little tactical depth to the game.  The main mechanics of movement come when you introduce terrain and its interactions with different unit types within the game, for example in Warhammer 40k there are 3 types of terrain (open, difficult and dangerous) which effect vehicles and non-vehicles differently.  In 40k open allows units to move full speed (usually 6"), difficult means most non-vehicles roll 2d6 and pic the highest as their maximum movement distance while dangerous adds the chance of damaging the unit with each model rolling a d6 and on a 1 taking a wound, whereas vehicles in both difficult and dangerous roll a d6 and on a 1 they become immobilized.  This system is quite simple but gives the right feel that terrain is slowing down the foot sloggers but vehicles crash through it until they get stuck in some way and I think this is well suited to the style of combat in 40k. 

A more complex system is used in Flames of War in which there are five different grades of terrain and each unit type interacts with each grade differently, for example infantry are basically unaffected by terrain and always move full distance where as a standard tank such as a Sherman or T-34 move 12" in open terrain but only 8" when moving through rough terrain.  The Flames system also includes a immobilization mechanic where vehicles and some gun teams moving through rough terrain roll a d6 and depending on the type of terrain need to roll a 2+ for example and if failed they become "bogged down" being unable to act any further that turn.

Both of these systems add extra tactical depth to their respective games as players have to think about the risk of moving through terrain rather than it just being to "dress" the table as well as allowing a city feel very different to a trenchline in is effect on the battle.






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