BattleTech - The Board Game of Armored Combat
BattleTech Miniatures and Terrain => Gaming Terrain => Topic started by: HiredGun on 13 August 2017, 19:23:13
-
I want to make hex terrain for maps I have. how high is a level 1 height difference in either MM or inches?
-
One level is usually 1" or 25.4 mm.
-
Yeah, one inch per level is the standard as it scales to the 1/300ish of scale of the miniatures. If you wanted to keep everything to map scale then it would be 6mm per level, but I don't think I've seen anyone do this.
-
6mm-scale is supposed to be the height of a human at 6mm (1mm / foot); Battlemechs being 6mm-scale would put them at 30-40mm height, or between 1-1/4" and 1-1/2".
One level should be between 15 and 20mm, or roughly 3/4".
-
I was just going off the rules presented in the classic battletech miniature rules PDF. I do remember in the old Battletech Compendium it was stated that one level was 3/4".
When I make 3D versions of the hex maps I will be using 1/2 " foam as the elevation change is for easy recognition of the elevation changes. For miniatures rules I use 1" . I suppose it all comes down to a matter of taste and what construction materials are available to you.
-
In the rules, 2 levels of terrain hides a mech behind a hill.
Most mini's are approx 2" tall or less.
Make your terrain 1" per level, that way level 2 will cover the miniature and make it look like the rules as presented in the books.
If you make a level 3/4" high then try to claim full cover when standing next to a level 2 hill, you make look a little silly with the upper torso and head clearly visible on the map.
cheers,
Rob
-
I also tend to find 1 inch level changes work better with the miniatures. In practice Battletech miniatures are closer to Z scale (1:220) than 6mm scale (1:285), assuming the run the mill mech is about 10-12 meters tall. Just to note the maps themselves are 1:1000 scale as each hex represents 30 meters and is 30mm long. Visually it isn't an issue with trees and elevations. Just know if you are going to add buildings and you are going to have to design them around the discontinuity of being Z scale(ish) vertically and 1:1000 scale horizontly.
-
All the terrain is set at 1 inch high per level.