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Author Topic: (Research) Simultaneous movement and rolling maps  (Read 828 times)

drjones

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(Research) Simultaneous movement and rolling maps
« on: 25 June 2021, 12:52:53 »
Our most recent game ran into an interaction between simultaneous movement (TO:AR pg. 183-184) and rolling maps (pg. 182-183). The issue was when and how to add additional maps as the rule on rolling maps as written relies on placing maps as units leave the existing playing area. The obvious extended application, placing maps as needed when players plot their moves, gives hints as to their planned movement.

We ended up letting a player call for an additional map to be placed along an existing edge of the playing area at will; this appears to reduce the information given away and also interestingly allows for other tactical considerations. For example, if the player is considering having a mech go off the board in a particular direction, previewing the terrain in that direction is possible (and seems plausibly realistic).
« Last Edit: 28 July 2021, 12:49:11 by Xotl »

drjones

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Re: (Research) Simultaneous movement and rolling maps
« Reply #1 on: 21 January 2022, 12:51:37 »
As an update, we're trying out the same house ruling in a non-simulatneous movement game. The rolling maps rule as written, TO:AR pg. 182-183, seems awkward in its limitations on where (half hexes only) a unit can exit to a new map. (This means that only every other row or column of the board allows such movement.) Again, the idea is that a player can call for another map board adjacent to a current one if they have a unit in that current mapboard. (The restriction that the player have a unit in the mapboard adjacent to the one to be added prevents arbitrary infinite expansion of the mapboard...)

 

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