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Jungle terrain

If you've got cool scenery to show off, this is the place.
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13 posts • Page 1 of 1

Jungle terrain

by grampyseer » December 5th, 2015, 10:02 pm

Hey. I've alreAdy shared this on the CB forum, bur I thought I'd drop some pics here. Comments and criticism welcome!Image
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Re: Jungle terrain

by Seal » December 7th, 2015, 7:20 pm

I like the look. The colors are great. Well done ;)

We have not played on a jungle themed table yet. However, when we do, I will have confidence that there will be enough LOS blocking terrain in the way of the plants/leaves as I am using some similar plants on the board.

Very cool!
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Re: Jungle terrain

by Prophet_of_Doom » December 7th, 2015, 11:21 pm

You will probably find that apart from being area terrain providing low vis and saturation, those big leaves block a few LOS.

This is why playing on wood terrain boards is not as hard as some people may think.

All this urban terrain leaves the terrain rules behind and some models do not get to use the advantages their terrain skills provide.
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Re: Jungle terrain

by grampyseer » December 8th, 2015, 1:09 am

Yeah. We found that they obscure LOF well enough. Some tall central terrain is certainly helpful too.


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Re: Jungle terrain

by Prophet_of_Doom » December 8th, 2015, 1:58 am

I had the idea to get some plastic flora from 2 $ shops and glue it densely on bases, being slightly higher than a 2 silhouette. It would represent dense, impassable shrub (often found in rainforests) and simply block LOS.
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Re: Jungle terrain

by grampyseer » December 8th, 2015, 2:21 am

I spent more for the actual silk flower stuff. I like that we don't have to pretend that it obscures; it simply does. It's nice in a game that uses true LOS.


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Re: Jungle terrain

by grampyseer » January 31st, 2016, 6:04 am

ImageImageImage


I added some buildings.


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Re: Jungle terrain

by borthcollective » February 2nd, 2016, 5:53 pm

What an interesting use for a bulb socket. I like it.
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Re: Jungle terrain

by grampyseer » February 2nd, 2016, 7:50 pm

Thanks. I made a set of 6 for objective markers. Good eye!


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Re: Jungle terrain

by Arachas » April 6th, 2016, 6:16 pm

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).
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Re: Jungle terrain

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).


N3 allows for a lot of terrain rules, Nimbus, Low-Vis, Saturation Zone, etc.

In my opinion Saturation Zone + Low/Poor visibility is one of better ways to treat forest areas, as it effects the B value of weapons (-1 B with a minimum of 1) and the BS value of the profile (-3 BS to -6). See it as if your bullets are hitting trees or other stuff.
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Re: Jungle terrain

by VisOne » April 6th, 2016, 11:54 pm

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.
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Re: Jungle terrain

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.


That makes a lot of sense. Thanks!
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