Hey. I've alreAdy shared this on the CB forum, bur I thought I'd drop some pics here. Comments and criticism welcome!
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by grampyseer » December 5th, 2015, 10:02 pm
by Seal » December 7th, 2015, 7:20 pm
by Prophet_of_Doom » December 7th, 2015, 11:21 pm
by grampyseer » December 8th, 2015, 1:09 am
by Prophet_of_Doom » December 8th, 2015, 1:58 am
by grampyseer » December 8th, 2015, 2:21 am
by grampyseer » January 31st, 2016, 6:04 am
by borthcollective » February 2nd, 2016, 5:53 pm
by grampyseer » February 2nd, 2016, 7:50 pm
by Arachas » April 6th, 2016, 6:16 pm
by Scorch » April 6th, 2016, 6:23 pm
Arachas wrote:So how DO you treat forest terrain? LOS blocking? Or just low-vis?
I'm working on a "outpost in the forest" kind of table (since I have trees and everything from historical gaming).
by VisOne » April 6th, 2016, 11:54 pm
by Arachas » April 7th, 2016, 8:34 am
VisOne wrote:I use Saturation Zone + Low/Poor visibility and we treat it as does not stack. Instead if you LoF goes through 2 or more 'bases' worth of any area terrain with those effects it reduces your burst to 0. So you can see movement far away in the trees but not enough to warrant shooting.
Models must have their base touching the area terrain (so base 2 to base outside or base on base inside) to get any positive/negative effects. Cover like normal something needs to be interceding the LoF not just the area terrain in general but something physically blocking LoF to get cover.
Seems to be the simplist way to deal with it all.